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Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education (Open and Flexible Learning Series), by Nicola Whi
Ebook Free Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education (Open and Flexible Learning Series), by Nicola Whi
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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.
- Sales Rank: #2829509 in Books
- Published on: 2009-09-10
- Released on: 2009-10-07
- Original language: English
- Number of items: 1
- Dimensions: 9.00" h x .53" w x 6.00" l, .70 pounds
- Binding: Paperback
- 232 pages
Most helpful customer reviews
3 of 3 people found the following review helpful.
An excellent, broad introduction.
By Harviainen Jussi T
Learning with Digital Games is a very good introductory book for a difficult subject. This is particularly important as a contribution because on one hand, the theories of game-based learning are still very much under debate, and on the other, games evolve so fast nowadays that any work on them runs a risk of becoming quickly obsolete. Dr. Whitton has to a large extent avoided both pitfalls, by concentrating on the important processes in games rather than too-fixed examples, and by stating clearly both her anchoring in constructivist learning theories as well as clearly presented the key alternatives.
Using game examples that can be found online for free, and assisting those with both solid theory and reminder-boxes that engage the reader, the author demonstrates where and how the use of games - both self-designed and commercial - can benefit student learning. She is keen not to overstep her bounds however, meaning there are very few overt generalizations based on finite data - something one way too often sees in game-based learning publications. And her thoughts on how to assess game-based education and its results are very clever.
This is not a heavily academic work, but rather a practical guide (as stated in its sub-title) well grounded in research. It is therefore easy to read and also easy to use, also for those who are game researchers themselves. The sole problem with the volume, in my opinion, is that it came out at an inconvenient time: The work could have profitted immensely by using material published at the same time or little after, especially in the parts discussing alternate reality games and learning that takes place in MMORPGs. Given that, excluding a couple of special points, it is not in the least incompatible with those, this problem is not very significant. Some more discussion on management games and their like, which share a particularly long history in higher education, would also have been useful for the argument and wider application, but not at all mandatory.
Learning with Digital Games is something that will be of value to teachers interested in using games as tools, even after the example games in it have become mostly obsolete. It is also a good volume to look at for those working with educational games that are non-digital, or are hybrids, because of the easy-to-approach theory sections which are just as relevant for larp or boardgame educators as they are for those using computers. It is light to read, easy to understand and to utilize, yet still paints a solid case, with a very solid theory frame behind it.
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