ABSTRACT

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background.

Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail.

This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.

part 1|22 pages

Introduction

chapter 1|9 pages

Overview

chapter 2|11 pages

Evaluating Digital Games for Learning

part II|43 pages

Games as Active Learning Environments

chapter 3|16 pages

Games as Meaningful Challenges

chapter 4|12 pages

Games as Authentic Contexts

chapter 5|13 pages

Games as Social Interactions

part III|42 pages

Games as Motivational Tools

chapter 6|15 pages

Games as Engaging Events

chapter 7|15 pages

Games as Designed Enjoyment

chapter 8|10 pages

Games as Reward Mechanisms

part IV|33 pages

Games as Playgrounds

chapter 9|11 pages

Games as Protected Play

chapter 10|9 pages

Games as Experimental Spaces

chapter 11|11 pages

Games as Other Worlds

part V|36 pages

Games as Learning Technologies

chapter 12|11 pages

Games as Interactive Systems

chapter 13|12 pages

Games as Digital Habitats

chapter 14|11 pages

Games as Multi-Sensory Experiences

part VI|12 pages

Conclusion

chapter 15|10 pages

The Future of Games and Learning