Games-To-Teach or Games-To-Learn Unlocking the Power of Digital Game-Based Learning Through Performance /

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 t...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριος συγγραφέας: Chee, Yam San (Συγγραφέας)
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Singapore : Springer Singapore : Imprint: Springer, 2016.
Έκδοση:1st ed. 2016.
Σειρά:Gaming Media and Social Effects,
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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100 1 |a Chee, Yam San.  |e author. 
245 1 0 |a Games-To-Teach or Games-To-Learn  |h [electronic resource] :  |b Unlocking the Power of Digital Game-Based Learning Through Performance /  |c by Yam San Chee. 
250 |a 1st ed. 2016. 
264 1 |a Singapore :  |b Springer Singapore :  |b Imprint: Springer,  |c 2016. 
300 |a XVI, 190 p. 52 illus., 51 illus. in color.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
490 1 |a Gaming Media and Social Effects,  |x 2197-9685 
505 0 |a Introduction -- Games-to-teach or games-to-learn: What’s the difference and why it matters -- Theory of game-based learning as performance -- Statecraft X: Learning governance by governing -- Legends of Alkhimia: Engaging in scientific inquiry by being a chemist -- Escape from Centauri 7: Reifying electromagnetic forces through simulation -- Game-based learning and the challenges of school reform -- Conclusion: Future prospects and educational opportunities. 
520 |a 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. 
650 0 |a Engineering. 
650 0 |a Computers. 
650 0 |a Educational technology. 
650 0 |a Computational intelligence. 
650 1 4 |a Engineering. 
650 2 4 |a Computational Intelligence. 
650 2 4 |a Educational Technology. 
650 2 4 |a Computing Methodologies. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9789812875174 
830 0 |a Gaming Media and Social Effects,  |x 2197-9685 
856 4 0 |u http://dx.doi.org/10.1007/978-981-287-518-1  |z Full Text via HEAL-Link 
912 |a ZDB-2-ENG 
950 |a Engineering (Springer-11647)