The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated.
Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) anexplication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Chee Yam San is an Associate Professor in the Learning Sciences & Technologies Academic Group at the National Institute of Education, Nanyang Technological University (NTU). He obtained his BSc (Econ) Hons from the London School of Economics and Political Science, University of London, and his PhD from the University of Queensland, Australia.
Prof Chee's research focuses on new media and new literacies in education, with a special emphasis on game-based learning in formal learning environments. Educational games that have been developed include Legends of Alkhimia, Statecraft X, Space Station Leonis, and Escape from Centauri 7. Prior work revolved around the design, development, and evaluation of learning environments that make use of distributed multimedia computer technologies to promote learning goals. Systems developed include Mind Bridges, a multimedia collaborative discussion tool, C-VISions, a 3D environment for collaborative virtual interactive simulations, and Voices of Reason, a learning environment for the development of argumentation skills. Prof Chee is a member of the Association for Computing Machinery, the Australian Computer Society, the American Educational Research Association, the International AI in Education Society, the International Society of the Learning Sciences, the Jean Piaget Society, and the International Society for Cultural and Activity Research. He was President of the Asia-Pacific Society for Computers in Education (APSCE) for a two-year term from January 2004.Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
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Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Presents a unique theoretical approach to game-based learning oriented to the needs of 21st century educationProvides concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in . N° de réf. du vendeur 449934157
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Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author's research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated.Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author's original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools. 208 pp. Englisch. N° de réf. du vendeur 9789811012440
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Taschenbuch. Etat : Neu. Druck auf Anfrage Neuware - Printed after ordering - The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author's research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated.Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author's original theorization. Readers will derive four main benefits: (1) anexplication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools. N° de réf. du vendeur 9789811012440
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Taschenbuch. Etat : Neu. Neuware -The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author¿s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated.Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author¿s original theorization. Readers will derive four main benefits: (1) anexplication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 208 pp. Englisch. N° de réf. du vendeur 9789811012440
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