Cases on Digital Game-Based Learning: Methods, Models, and Strategies

Cases on Digital Game-Based Learning: Methods, Models, and Strategies

Indexed In: SCOPUS View 2 More Indices
Release Date: January, 2013|Copyright: © 2013 |Pages: 626
DOI: 10.4018/978-1-4666-2848-9
ISBN13: 9781466628489|ISBN10: 1466628480|EISBN13: 9781466628496
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Description & Coverage
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.

Coverage:

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

  • Challenges of Game Based Learning
  • Digital Game Based Learning
  • Educational Games
  • Educational Technology Innovations
  • Games in Teaching and Learning
  • Instructional Games
Reviews & Statements

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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Editor/Author Biographies
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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