Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the gamer generation? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analysis of games, games cultures, and educational game design. Building on over 10 years of research, Kurt Squire tells the story of the emerging field of immersive digitally mediated learning environments (or games) and outlines the future of education.
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the gamer generation? This accessible book...
How can schools make the most of both the technology and the learning potential of today's "born digital" students? In this new edition of their groundbreaking book, Collins and Halverson argue that new technologies have transformed our workplaces, our lives, and our culture and it is time we take the next step to transform learning - in and out of schools.
How can schools make the most of both the technology and the learning potential of today's "born digital" students? In this new edition of their groun...
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original...
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. ...