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Learning with Digital Games

Book

Learning with Digital Games

DOI link for Learning with Digital Games

Learning with Digital Games book

A Practical Guide to Engaging Students in Higher Education

Learning with Digital Games

DOI link for Learning with Digital Games

Learning with Digital Games book

A Practical Guide to Engaging Students in Higher Education
ByNicola Whitton
Edition 1st Edition
First Published 2009
eBook Published 8 September 2009
Pub. Location New York
Imprint Routledge
DOI https://doi.org/10.4324/9780203872987
Pages 232
eBook ISBN 9780203872987
Subjects Education
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Whitton, N. (2009). Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education (1st ed.). Routledge. https://doi.org/10.4324/9780203872987

ABSTRACT

Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults.

Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers:

A toolkit of guidelines, templates and checklists.

Concrete examples of different types of game-based learning using six case studies.

Examples of games that show active and experiential learning

Practical examples of educational game design and development.

This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice.

A companion website is available and provides up-to-date technological information, additional resources and further examples.

TABLE OF CONTENTS

chapter 1|16 pages

Introduction

part |2 pages

PART I Theory

chapter 2|16 pages

Recognizing the Characteristics of Digital Games

chapter 3|20 pages

Understanding the Pedagogy of Digital Games

chapter 4|20 pages

Identifying Types of Digital Games for Learning

part |2 pages

PART II Practice

chapter 5|12 pages

Integrating Digital Games Into the Curriculum

chapter 6|14 pages

Designing a Digital Game for Learning

chapter 7|14 pages

Assessing the Impact of Digital Games on Learning

part |2 pages

PART III Technology

chapter 8|16 pages

Using Existing Digital Games for Learning Differences between Games for Entertainment and

chapter 9|18 pages

Developing New Digital Games for Learning

chapter 10|14 pages

Evaluating Digital Games for Learning

chapter 11|24 pages

Case Studies

chapter 12|8 pages

Conclusions

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