By Yam San Chee
The booklet offers a serious overview of present techniques regarding using electronic video games in schooling. the writer identifies competing paradigms: that of games-to-teach and games-to-learn. Arguing in want of the latter, the writer advances the case for drawing close game-based studying in the course of the theoretical lens of functionality, rooted in play and conversation, to unencumber the facility of electronic video games for twenty first century studying. Drawing upon the author’s examine, 3 concrete exemplars of game-based studying curricula are defined and mentioned. The problem of advancing game-based studying in schooling is addressed within the context of college reform. eventually, destiny customers of and academic possibilities for game-based studying are articulated.
Readers of the booklet will locate the explication of functionality concept utilized to game-based studying specially fascinating. This paintings constitutes the author’s unique theorization. Readers will derive 4 major merits: (1) an explication of the adaptation among game-based-teaching and game-based studying, and why this distinction is of severe significance, (2) an exposition of the idea of game-based studying as functionality, (3) concrete exemplars and study results with regards to 3 game-based studying curricula which were empirically evaluated in faculties, and (4) an knowing of advanced concerns relating to the human aspect of college swap that has to be successfully addressed to accomplish take-up of game-based studying in schools.
Read Online or Download Games-To-Teach or Games-To-Learn: Unlocking the Power of Digital Game-Based Learning Through Performance (Gaming Media and Social Effects) PDF
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Extra info for Games-To-Teach or Games-To-Learn: Unlocking the Power of Digital Game-Based Learning Through Performance (Gaming Media and Social Effects)
Seen in this historical light, it is telling that Prensky defined digital game-based learning in the following terms: Most simply put, Digital Game-Based Learning is any marriage of educational content and computer games. The premise behind Digital Game-Based Learning is that it is possible to combine computer video games with a wide variety of educational content, achieving as good or better results as through traditional learning methods in the process. (pp. 145–146, italics added) Repeated emphasis on educational content coupled with a comparison with traditional learning methods suggests a lack of dissatisfaction with “business-asusual” schooling (Youdell 2011) or, at least, contentment with the status quo in children’s formal education, except for one thing: unhappiness over how school learning often leads to disinterested and disengaged students.
Furst, E. , Hill, W. , & Krathwohl, D. R. ). (1956). Taxonomy of educational objectives: Handbook I, cognitive domain. New York, NY: McKay. Chee, Y. S. (2014). Interrogating the Learning Sciences as a design science: Leveraging insights from Chinese philosophy and Chinese medicine. Studies in Philosophy and Education, 33(1), 89–103. 1007/s11217-013-9367-2. Connolly, T. , Boyle, E. , & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games.
Bloom, B. , Engelhart, M. , Furst, E. , Hill, W. , & Krathwohl, D. R. ). (1956). Taxonomy of educational objectives: Handbook I, cognitive domain. New York, NY: McKay. Chee, Y. S. (2014). Interrogating the Learning Sciences as a design science: Leveraging insights from Chinese philosophy and Chinese medicine. Studies in Philosophy and Education, 33(1), 89–103. 1007/s11217-013-9367-2. Connolly, T. , Boyle, E. , & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games.