Fr. 52.90

Learning to Play - Exploring the Future of Education with Video Games

English · Paperback / Softback

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Description

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Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios. The book draws together distinguished researchers, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can transform the future of education.

List of contents

Contents: Myint Swe Khine: Let the Game Begin - Richard Halverson/Christopher Blakesley/Regina Figueiredo-Brown: Video Game Design as Model for Professional Learning - Jan-Paul van Staalduinen/Sara de Freitas: A Game-Based Learning Framework: Linking Game Design and Learning Outcomes - Atsusi Hirumi/Rick Hall: Presenting Content Information and Facilitating Instruction: Design Techniques for Advancing Game Flow - Mary E. Green/Mary Nell McNeese: Using Digital Games and Virtual Environments to Enhance Learning - Janna Jackson: Game Changer: How Principles of Video Games Can Transform Teaching - Christopher A. Egert/Andrew M. Phelps: Motivating Science Education through Games - Roger Travis/Michel Young: Operation KTHMA - Reign of the Demiurge: Game Worlds, Greek History, and Situated Learning - David Squire: "All I Know I Learned from Zelda" - Immersive Gaming and Learning and Why the Legend of Zelda Is a Perfect Learning Game - Aroutis Foster/Punya Mishra/Matthew Koehler: Digital Game Analysis: Using the Technological Pedagogical Content Knowledge Framework to Determine the Affordances of a Game for Learning.

About the author










Myint Swe Khine is Associate Professor in the field of learning sciences and technology. He received master¿s degrees from the University of Southern California, Los Angeles, USA and the University of Surrey, Guildford, UK, and a Doctor of Education from Curtin University of Technology, Australia. He worked in Nanyang Technology University in Singapore before taking up a position as Head of Science, Mathematics and ICT in Bahrain Teachers College at the University of Bahrain, Kingdom of Bahrain. He has over thirty years of experience in teaching, research and publication in the field of educational technology, educational psychology and science education. He publishes widely in academic journals and has edited several books. His latest book, New Science of Learning: Cognition, Computers and Collaboration in Education, was published in 2010.

Summary

Examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. This book contains multiple perspectives and presents ideas, approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios.

Report

«This volume makes a substantial contribution to the growing field of games and learning. Both the range of topics and the depth of exploration make it well worth the read. A forward-leaning discussion that will certainly help shape this emerging field.» (Constance Steinkuehler, University of Wisconsin-Madison, USA)
«To push the field forward we need more critical thinking, like this book, that will find innovative ways to get us from experiments to practical use in schools.» (Simon Egenfeldt-Nielsen, IT University of Copenhagen, Denmark)

Product details

Assisted by Myint Swe Khine (Editor), Myin Swe Khine (Editor), Myint Swe Khine (Editor)
Publisher Peter Lang
 
Languages English
Product format Paperback / Softback
Released 01.01.2010
 
EAN 9781433112355
ISBN 978-1-4331-1235-5
No. of pages 221
Dimensions 160 mm x 12 mm x 230 mm
Weight 350 g
Series New Literacies and Digital Epistemologies
New Literacies and Digital Epistemologies
Subjects Humanities, art, music > Education > General, dictionaries
Social sciences, law, business > Media, communication > Communication science

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