Wednesday, March 25, 2020

Human Tech - Viii Must Read Books On Game-Based Learning

June 30, 2015
Game-based learning is a learning tendency amongst an increasing attraction inwards today’s classrooms. At its core, game-based learning deploys learning principles incorporated inwards the gaming manufacture inwards educational settings. The run is to elevate students learning too do optimal learning experiences inwards too exterior classrooms. This is commonly done through the usage of a diversity of hands-on too highly competitive activities geared towards engaging students too motivating them to larn better.

For those of you lot interested inwards learning to a greater extent than nearly this learning trend, nosotros convey compiled for you lot this collection of wonderful books written past times leading figures inwards this field. The books characteristic a myriad of academic studies, empirical researches too theoretical perspectives providing a holistic flick of what game based learning is all about.

1- The Gamification of Learning too Instruction: Game-based Methods too Strategies for Training too Education. By Karl M. Kapp


“"Kapp argues convincingly that gamification is non but nearly adding points, levels too badges to an eLearning program, but nearly fundamentally rethinking learning design. He has pose together a vivid primer for learning professionals on how to gamify learning, packed amongst useful advice too examples." —Anders Gronstedt, president, Gronstedt Group”.



“Digital Games too Learning: Research too Theory provides a clear too concise critical theoretical overview of the champaign of digital games too learning from a cross-disciplinary perspective. Taking into trouble organisation human relationship query too theory from areas equally varied equally reckoner science, psychology, education, neuroscience, too game design, this mass aims to synthesise piece of occupation that is relevant to the written report of games too learning. It focuses on 4 aspects of digital games: games equally active learning environments, games equally motivational tools, games equally playgrounds, too games equally learning technologies, too explores each of these areas inwards detail.”



“Gamify shows gamification inwards action: equally a powerful approach to engaging too motivating people to achieving their goals, spell at the same fourth dimension achieving organizational objectives. It tin live on used to motivate people to modify behaviors, educate skills, too receive innovation. “

4- Gaming Lives inwards the Twenty-First Century: Literate Connections, past times Gail E. Hawisher (Editor), Cynthia L. Selfe (Editor)
“Gaming Lives explores the complexly rendered human relationship betwixt reckoner gaming environments too literacy evolution past times focusing on in-depth instance studies of reckoner gamers inwards the US at the get-go of the twenty-first century. This mass examines the claim that reckoner games tin render improve literacy too learning environments than US schools. Using the words too observations of private gamers, this mass offers historical too cultural analyses of their literacy development, practices, too values.”

“This mass discusses a wide arrive at of topics concerning video games, learning too literacy. These include the ways games tin get married pleasure, learning too mastery through the feel of ownership, means too command players savor when gaming, equally good equally controversial issues surrounding games. The mass explores relationships betwixt values, identity, content too learning, too focuses on how to empathize too explicate many immature people’s differential experiences of learning inwards gaming too schooling respectively.”

“James Paul Gee begins his classic mass amongst "I desire to beak nearly video games--yes, fifty-fifty tearing video games--and say some positive things nearly them." With this elementary but explosive statement, i of America's most well-respected educators looks seriously at the skilful that tin come upwards from playing video games.”

7- Games, Learning, too Society: Learning too Meaning inwards the Digital Age, past times Constance Steinkuehler (Editor), Kurt Squire Ph.D. (Editor), Sasha Barab Ph.D. (Editor)

“This mass is the foremost reader on videogames too learning of its kind. Covering game design, game culture, too games equally 21st century pedagogy, it demonstrates the depth too breadth of scholarship on games too learning to date. The chapters correspond some of the most influential thinkers, designers, too writers inwards the emerging champaign of games too learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, too others”

8- Video Games too Learning: Teaching too Participatory Culture inwards the Digital Age, past times Kurt Squire
“ This accessible mass describes how educators too curriculum designers tin harness the participatory nature of digital media too play. The author presents a comprehensive model of games too learning that integrates analysis of games, games cultures, too educational game design. Building on over 10 years of research, Kurt Squire tells the story of the emerging champaign of immersive digitally mediated learning environments (or games) too outlines the hereafter of education.”

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