Cases on Digital Game-Based Learning: Methods, Models, and Strategies
Release Date: January, 2013. Copyright © 2013. 626 pages.
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DOI: 10.4018/978-1-4666-2848-9, ISBN13: 9781466628489, ISBN10: 1466628480, EISBN13: 9781466628496
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels.
Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.
Table of Contents and List of Contributors
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Christina Badman, Matthew DeNote
Today’s students live and thrive in a digital environment, and educators need to help them succeed in the present, as well as their impossible to...
Amanda Müller, Gregory Mathews
The School of Nursing & Midwifery at Flinders University provides dedicated support for the English language needs of over 500 international...
T. Lim, S. Louchart, N. Suttie, J.M. Ritchie, R.S. Aylett, I. A. Stanescu, I. Roceanu, I. Martinez-Ortiz, P. Moreno-Ger
Digital technologies have increased the pace of knowledge creation, sharing, and the way in which learning is being undertaken. This chapter...
Reviews and Testimonials
For educators, researchers, and policy makers, Baek (educational technology, Boise State U.) and Whitton (Manchester Metropolitan U., UK) draw together 26 cases on use of digital games in various learning contexts, from primary grades through college. Researchers working in technology, education, game-based learning, psychology, and other fields in the US, Europe, Australia, and Asia describe the use of entertainment and educational games in teaching, including Pixie Hollow, massively multiplayer online role playing games, Nintendo Wii, the genre of interactive fiction, Civilization IV, mobile phone technology, using games to teach nutritional habits, and a mixed-reality game; designing games, including Medicina, Serious Games, and Broken Window; how game design can be a means for learning, with discussion of Game Maker, Gamestar Mechanic, and other topics; games for teacher education, including Farmville and Death in Rome; how to create effective learning experiences, such as using educational animation and manipulatives to support learning math and the use of virtual worlds; and research on games and learning.
– Annotation ©2013 Book News Inc. Portland, OR
This book is appropriate for educators at all levels who want to learn more through by reading case studies of those who explore the methods, models, and strategies of digital game-based learning for various purposes and levels. [...] These case studies are valuable resources for seeing what has been done, and also for guidance in how to try these techniques in one’s own settings through the detailed guidance and plans presented in each chapter for reproducing the case.
– Sara Marcus, American Reference Books Annual
- Challenges of Game Based Learning
- Digital Game Based Learning
- Educational Games
- Educational Technology Innovations
- Games in Teaching and Learning
- Instructional Games
ERIC – Education Resources Information Center