New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration

New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration

Sara de Freitas (University of Coventry, UK), Michela Ott (Institute for Educational Technology of the Italian National Research Council, Italy), Maria Magdalena Popescu (Carol I National Defence University, Romania) and Ioana Stanescu (Advanced Distributed Learning, Romania)
Indexed In: SCOPUS
Release Date: April, 2013|Copyright: © 2013 |Pages: 310
ISBN13: 9781466639508|ISBN10: 1466639504|EISBN13: 9781466639515|DOI: 10.4018/978-1-4666-3950-8


Digital games continue to enable innovative learning in the classroom, however, its implementation into the educational system requires a fundamental approach to achieve its greatest level of effectiveness.

New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration addresses the major challenges associated with adopting digital games into a standard curriculum. By providing fresh perspectives from current practitioners in the education field, this publication serves as a guide for successfully implementing game learning and provides a valuable reference for educators, professionals, and even parents.

Topics Covered

The many academic areas covered in this publication include, but are not limited to:

  • E-Inclusion
  • Educational Games
  • Game Enhanced Learning
  • Games in Higher Education
  • Instructional Design

Reviews and Testimonials

For researchers, teachers, educational practitioners, and game designers and developers, Freitas (virtual environments, Coventry U., UK), Ott, Popescu, and Stanescu assemble 13 articles by education, technology, entrepreneurship, medicine, and other scholars from Europe and Malaysia, who examine learning through digital games in formal educational contexts. They consider the pedagogical aspects involved in adopting games in the curriculum, including Serious Games, games in entrepreneurship education and higher education, the relationship between elementary students' ability to identify patterns and ability to play mathematical games, how to integrate game-based teaching in formal schooling, teachers and students as game designers, how to enable teachers to participate in game-based learning, the elements of educational exergames that combine cognitive and physical gameplay, integrating game-based math learning into the pre-service training of teachers, using the Sims 3 for narrative construction in secondary language education classes, the use of games to support people with disabilities in the workforce, uses in medical education, and the time factor.

– Annotation ©2013 Book News Inc. Portland, OR

Table of Contents and List of Contributors

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Author(s)/Editor(s) Biography

Sara de Freitas is Director of Research at the Serious Games Institute at the University of Coventry where she leads an applied research team working closely with industry. Appointed Professor of Virtual Environments, she holds a visiting senior research fellowship at the London Knowledge Lab, London, and is a Fellow of the Royal Society of Arts. Voted the Most Influential Woman in Technology 2009 and 2010 by US Fast Company, Sara chairs the IEEE Serious Games and Virtual Worlds conferences (VS-Games). Her current lines of research are examining multimodal interfaces, experience design and perceptual modeling in games and virtual worlds towards developing the next generation of intelligent tutoring environments. She is the Scientific Coordinator for the GaLA Network of Excellence in Serious Games funded under FP7.
Michela Ott is a senior researcher at the Institute for Educational Technology within the Italian National Research Council (ITD-CNR). She has participated in, led and coordinated many national and international research projects in the field of Educational Technology. She is a member of the editorial board of important journals and is the author of more than 100 scientific publications published in national and international journals, books and conference proceedings. She is the author of several educational software packages and has contributed to the design and implementation of hypermedia systems. She leads national research projects dealing with the use of digital Mind Games to support and enhance students’ reasoning skills. She is involved in both STELLAR (Sustaining Technology Enhanced Learning at a LARge scale- and GaLA (Game and Learning Alliance-www. galanoe.EU) Networks of Excellence: the former focuses on Technology Enhanced Learning and the second on Serious Games.
Maria Popescu is associate Professor at the Carol I National Defence University, in Bucharest, Romania. She has been working closely with the ADL Department within the Carol I NDU and participated in many research projects and initiatives on e-learning and technology-enhanced education. Her research focuses on educational software tools, Open Educational Resources –use and policy, online education, e-pedagogy and eLearning, instructional design , towards a wider implementation of all these within the educational system at large. At present she is involved with the GaLA European Network (Game and Learning Alliance) as task leader in Serious Games metrics and taxonomy.
Ioana Andrea Stanescu is a senior researcher at Advanced Distributed Learning Romania. Her research focuses on knowledge management; e-learning & m-learning; Game-Based Learning; collaborative technology; and Human Computer Interaction. She has been involved in the development and management of R&D projects that support knowledge acquisition, interoperability and reuse, and that target the improvement of the learning milieu through systems integration and intelligent solutions. The results of her research have been published in international conference proceedings and scientific journals and have been integrated in educational products. Currently, she is active in the European Game and Learning Alliance (GaLA) Network of Excellence.