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Cases on digital game-based learning : methods, models, and strategies

Author: Youngkyun Baek; Nicola Whitton
Publisher: Hershey, PA : Information Science Reference, ©2013.
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
"This book 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"--Provided by publisher.
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Details

Genre/Form: Educational games
Computer games
Document Type: Book
All Authors / Contributors: Youngkyun Baek; Nicola Whitton
ISBN: 9781466628489 1466628480 9781466628496 1466628499 9781466628502 1466628502
OCLC Number: 806020150
Description: xxxii, 592 pages : illustrations ; 27 cm
Contents: Come fly with us: playing with girlhood in the world of Pixie Hollow --
Using MMORPGs in classroms: stories vs. teachers as sources --
Are Wii having fun yet? --
Beyond hidden bodies and lost pigs: student perceptions of foreign language learning with interactive fiction --
Civilization IV in 7th grade social studeis: motivating and enriching student learning with construtivism, content standards, and 21st century skills --
QRienteering: mobilising the M-learner with affordable learning games for campus inductions --
Enhancing nutritional learning outcomes within a simulation and pervasive game-based strategy --
"Sell your bargins" or playing a mixed-reality game to spice-up teaching in higher education --
Medicina: methods, models, strategies --
Strategies for effective digital games develoment and implementation --
Learning and teaching as communicative actions: Broken window as a model of transmedia game learning --
Get your head in the game: digital game-based learning with Game maker --
Elements of game design: developing a meaningful game design curriculum for the classroom --
Game-making in a fourth-grade art classroom using Gamestar mechanic --
Using game design as a means to make computer science accessible to adolescents --
3D GameLab: quest-based pre-service teacher education --
Preparing pre-service teachers for game-based learning in schools --
Death in Rome: using an online game for inquiry-based learning ina pre-service teacher training course --
Games, models, and simulations in the classroom: designing for epistemic activities --
The role of animations and manipulatives in supporting learning and communication in mathematics classrooms --
It's all in how you play the game: increasing the impact of gameplay in classrooms --
Challenges of introducing serious games with virtual worlds in educational curriculum --
Serious games for reflective learning: experiences from the MIRROR project --
Evaluating games in classrooms: a case study with DOGeometry --
Learning with the support of a digital game in the introduction to finance class: Analysis of the students' perception of the game's ease of use and usefulness --
Racing academy: a case study of a digital game for supporting students learning of physics and engineering.
Responsibility: Youngkyun Baek ; Nicola Whitton.

Abstract:

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 education system. These digital games have shown positive results  Read more...
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