Fr. 189.00

Transformative Learning Through Play - Analogue Games as Vehicles for Educational Innovation

Anglais · Livre Relié

Expédition généralement dans un délai de 6 à 7 semaines

Description

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This book explores analogue game-based learning in the context of the Anthropocene, addressing an urgent need for educational approaches beyond traditional scholastic boundaries. In the context of a complex world, the book emphasises the inadequacies of current educational methods and the potential of game-based learning to foster collective problem-solving skills. It then traces the historical roots of analogue and tangible games, highlighting their potential and challenges in alignment with several learning theories. The authors explore the psychology of analogue game-based learning, exploring its impact on cognition, motivation and, potentially, skill transfer to real life situations. They focus strongly on designing effective learning games, emphasising principles of game design, the TEGA initiative and common pitfalls to avoid. Ultimately, the book emphasises the importance of inclusivity in game-based learning, addressing barriers, intersectionality, and accessible design features both for commercial and educational games, and highlighting the ethical and pedagogical significance of fostering diverse and inclusive learning environments. The book will be of interest to researchers and students of education-related topics, particularly instructional design, pedagogical, and psychology, as well as enthusiasts from game studies and related practitioners.

Table des matières

Chapter 1. Beyond Scholastic Disciplines: the Need for Complex Game-Based Learning in a Complex World.- Chapter 2. Introduction to Game-Based Learning.- Chapter 3. The Psychology of Analogue Game-Based Learning.- Chapter 4. Designing Effective Learning Games.- Chapter 5. Game Systems in Analogue Game-Based Learning.- Chapter 6. Introduction to Inclusivity in Analogue Game-Based Learning: Challenges and Strategies.

A propos de l'auteur

Sara Rye is Associate Professor of Project Management for Development at the University of Bradford, UK.
Micael Sousa is a postdoctoral researcher in the Spatial Dynamics Lab, School of Architecture, Planning and Environmental Policy, University College Dublin, Ireland.
Carla Sousa is a researcher and professor in Media Studies and Psychology at Lusófona University, Portugal.

Résumé

This book explores analogue game-based learning in the context of the Anthropocene, addressing an urgent need for educational approaches beyond traditional scholastic boundaries. In the context of a complex world, the book emphasises the inadequacies of current educational methods and the potential of game-based learning to foster collective problem-solving skills. It then traces the historical roots of analogue and tangible games, highlighting their potential and challenges in alignment with several learning theories. The authors explore the psychology of analogue game-based learning, exploring its impact on cognition, motivation and, potentially, skill transfer to real life situations. They focus strongly on designing effective learning games, emphasising principles of game design, the TEGA initiative and common pitfalls to avoid. Ultimately, the book emphasises the importance of inclusivity in game-based learning, addressing barriers, intersectionality, and accessible design features both for commercial and educational games, and highlighting the ethical and pedagogical significance of fostering diverse and inclusive learning environments. The book will be of interest to researchers and students of education-related topics, particularly instructional design, pedagogical, and psychology, as well as enthusiasts from game studies and related practitioners.

Détails du produit

Auteurs Sara Rye, Carla Sousa, Micael Sousa
Edition Springer, Berlin
 
Langues Anglais
Format d'édition Livre Relié
Sortie 13.04.2025
 
EAN 9783031785221
ISBN 978-3-0-3178522-1
Pages 239
Dimensions 148 mm x 17 mm x 210 mm
Poids 425 g
Illustrations XIII, 239 p. 16 illus., 11 illus. in color.
Catégories Sciences humaines, art, musique > Pédagogie > Pédagogie, didactique, méthode

Pädagogik, Pädagogische Psychologie, Didaktische Kompetenz und Lehrmethoden, Medienwissenschaften, Pedagogy, Media Education, Educational psychology, Curriculum Studies, Games Studies, education in the Anthropocene, traditional games, educational games, integrating analogue learning, blended learning approaches

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