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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
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MLA

Baek, Youngkyun, and Nicola Whitton. "Cases on Digital Game-Based Learning: Methods, Models, and Strategies." IGI Global, 2013. 1-626. Web. 2 Sep. 2014. doi:10.4018/978-1-4666-2848-9

APA

Baek, Y., & Whitton, N. (2013). Cases on Digital Game-Based Learning: Methods, Models, and Strategies (pp. 1-626). Hershey, PA: IGI Global. doi:10.4018/978-1-4666-2848-9

Chicago

Baek, Youngkyun, and Nicola Whitton. "Cases on Digital Game-Based Learning: Methods, Models, and Strategies." 1-626 (2013), accessed September 02, 2014. doi:10.4018/978-1-4666-2848-9

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Description

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.

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Table of Contents and List of Contributors

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Table of Contents
Foreword
Alex Moseley
Preface
Youngkyun Baek, Nicola Whitton
Chapter 1
Maria Velazquez
Pixie Hollow provides a series of useful, accessible examples for discussing gender, the mechanics of community building, and the interconnections... Sample PDF
“Come Fly with Us”: Playing with Girlhood in the World of Pixie Hollow
$37.50
Chapter 2
Mete Akcaoglu
This case deals with the problem of decision making in allocating resources during an educational game-development process. In educational games... Sample PDF
Using MMORPGs in Classrooms: Stories vs. Teachers as Sources of Motivation
$37.50
Chapter 3
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... Sample PDF
Are Wii Having Fun Yet?
$37.50
Chapter 4
Joe Pereira
Interactive Fiction is a text-based genre of video game which blends participatory storytelling, the exploration of virtual worlds, and logical... Sample PDF
Beyond Hidden Bodies and Lost Pigs: Student Perceptions of Foreign Language Learning with Interactive Fiction
$37.50
Chapter 5
Solomon Senrick
Civilization IV allows a player to experience the development and management of complex components of an empire, like technology acquisition, trade... Sample PDF
Civilization IV in 7th Grade Social Studies: Motivating and Enriching Student Learning with Constructivism, Content standards, and 21st Century Skills
$37.50
Chapter 6
Christopher Horne
This chapter presents a case study on the use of Quick Response (QR) technologies in learning. It examines how these technologies can be applied to... Sample PDF
QRienteering: Mobilising the M-Learner with Affordable Learning Games for Campus Inductions
$37.50
Chapter 7
Mark McMahon
The chapter outlines the design of a game to raise nutritional awareness within primary school-aged children. The game uses a blend of simulated and... Sample PDF
Enhancing Nutritional Learning Outcomes within a Simulation and Pervasive Game-Based Strategy
$37.50
Chapter 8
Chrissi Nerantzi
This case study relates to a mixed-reality game that has been developed and used by the author in the area of Academic Development and specifically... Sample PDF
“Sell Your Bargains” or Playing a Mixed-Reality Game to Spice-Up Teaching in Higher Education
$37.50
Chapter 9
Amanda Müller, Gregory Mathews
The School of Nursing & Midwifery at Flinders University provides dedicated support for the English language needs of over 500 international... Sample PDF
Medicina: Methods, Models, Strategies
$37.50
Chapter 10
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... Sample PDF
Strategies for Effective Digital Games Development and Implementation
$37.50
Chapter 11
Scott J. Warren, Anjum Najmi
Over the last decade, digital games have become important vehicles to support student learning. One form in particular, transmedia games, have shown... Sample PDF
Learning and Teaching as Communicative Actions: Broken Window as a Model of Transmedia Game Learning
$37.50
Chapter 12
Brian Herrig
This chapter discusses the development and implementation of an introductory programming unit within a seventh grade technology education course.... Sample PDF
Get Your Head in the Game: Digital Game-Based Learning with Game Maker
$37.50
Chapter 13
Danielle Herro
This case examines the development of a game design curriculum offered to high school students as an in-school elective course in the Oconomowoc... Sample PDF
Elements of Game Design: Developing a Meaningful Game Design Curriculum for the Classroom
$37.50
Chapter 14
Michelle Aubrecht
Making a game can be a creative act for students—much like writing a novel, making artwork, or designing a science experiment, it is a way to “play”... Sample PDF
Game-Making in a Fourth Grade Art Classroom Using Gamestar Mechanic
$37.50
Chapter 15
Roxana Hadad
In this case, the author discusses using game design and community-building as methods for increasing interest and knowledge of computer science for... Sample PDF
Using Game Design as a Means to Make Computer Science Accessible to Adolescents
$37.50
Chapter 16
Chris Haskell
Games and gaming constructs have emerged as a tantalizing and often provocative tool for instructional delivery. Methods and pedagogy for... Sample PDF
3D GameLab: Quest-Based Pre-Service Teacher Education
$37.50
Chapter 17
Soojeong Lee
This chapter describes the pre-service teacher’s preparation of teaching consumption education to middle school students when using Farmville, a... Sample PDF
Preparing Pre-Service Teachers for Game-Based Learning in Schools
$37.50
Chapter 18
Shannon Kennedy-Clark, Vilma Galstaun, Kate Anderson
This chapter presents a case study that used an online game in a pre-service science teacher training course in the context of computer-supported... Sample PDF
Death in Rome: Using an Online Game for Inquiry-Based Learning in a Pre-Service Teacher Training Course
$37.50
Chapter 19
Terence C. Ahern, Angela Dowling
Games, models, and simulations have been suggested as an effective classroom activity for the middle school. This chapter describes the use of a... Sample PDF
Games, Models, and Simulations in the Classroom: Designing for Epistemic Activities
$37.50
Chapter 20
Lida J. Uribe-Flórez, Jesús Trespalacios
This chapter describes the use of a computer-based animation and manipulatives to support learning and communication of mathematical thinking in a... Sample PDF
The Role of Animations and Manipulatives in Supporting Learning and Communication in Mathematics Classrooms
$37.50
Chapter 21
Shani Reid, Helene Jennings, Scot Osterweil
The purpose of this chapter is to describe a study of the online learning game Lure of the Labyrinth. The game is unique in that it is based on a... Sample PDF
It’s All in How You Play the Game: Increasing the Impact of Gameplay in Classrooms
$37.50
Chapter 22
C. Ribeiro, J. Pereira, C. Calado, C. Ferreira
Although the impact that Virtual Worlds and Serious Games can have on learning efficacy and efficiency has been recognized, there is still many open... Sample PDF
Challenges of Introducting Serious Games and Virtual Worlds in Educational Curriculum
$37.50
Chapter 23
L. Pannese, M. Prilla, A. Ascolese, D. Morosini
This chapter describes some of the work carried out in the MIRROR project, which focuses on reflective learning where adults’ motivation to learn... Sample PDF
Serious Games for Reflective Learning: Experiences from the MIRROR Project
$37.50
Chapter 24
Günter Wallner, Simone Kriglstein, Johannes Biba
Educational games have gained wide acceptance over the years and have found their way into many classrooms. Numerous evaluations of such games have... Sample PDF
Evaluating Games in Classrooms: A Case Study with DOGeometry
$37.50
Chapter 25
M. Romero, M. Usart
This chapter aims to introduce the case of the eFinance Game (eFG), from the Serious Games’ design to an analysis of the learning experience... Sample PDF
Learning with the Support of a Digital Game in the Introduction to Finance Class: Analysis of the Students’ Perception of the Game’s Ease of Use and Usefulness
$37.50
Chapter 26
Richard Joiner, Ioanna Iacovides, Jos Darling, Andy Diament, Ben Drew, John Duddley, Martin Owen, Carl Gavin
Racing Academy is a digital game, which is specifically designed to engage and motivate students in science and engineering. The aim of this chapter... Sample PDF
Racing Academy: A Case Study of a Digital Game for Supporting Students Learning of Physics and Engineering
$37.50
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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
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Topics Covered

  • Challenges of Game Based Learning
  • Digital Game Based Learning
  • Educational Games
  • Educational Technology Innovations
  • Games in Teaching and Learning
  • Instructional Games
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Author(s)/Editor(s) Biography

Youngkyun Baek is a professor and director of Game Studio at Boise State University in the Department of Educational Technology. With a background in both computing and education, he is interested in the research and design of educational games. His research focuses on the design, implementation, and evaluation of game learning.
Nicola Whitton is a research fellow at Manchester Metropolitan University. With a background in both computing and education, she is interested in finding innovative ways to engage students in learning, particularly in the context of Higher Education. Her research focuses on the design, implementation and evaluation of games for learning, the use of technologies to support learning, and the use of student-centered and play-based learning methods.
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Indices

ERIC – Education Resources Information Center