Digital Games And Learning

E-Book Overview

The popularity of entertainment gaming over the last decades has led to the use of games for non-entertainment purposes in areas such as training and business support. The emergence of the serious games movement has capitalized on this interest in leisure gaming, with an increase in leisure game approaches in schools, colleges, universities and in professional training and continuing professional development.The movement raises many significant issues and challenges for us. How can gaming and simulation technologies be used to engage learners? How can games be used to motivate, deepen and accelerate learning? How can they be used to greatest effect in learning and teaching? The contributors explore these and many other questions that are vital to our understanding of the paradigm shift from conventional learning environments to learning in games and simulations. >

E-Book Content

Digital Games and Learning Also available from Continuum Homo Zappiens, Wim Veen & Ben Vrakking Education and Technology, Neil Selwyn Educational Potential of Computer Games, Simon Egenfeldt-Nielsen New Technology and Education, Anthony Edwards Digital Games and Learning Edited by Sara de Freitas and Paul Maharg A companion website to accompany this book is available online at: http://education.defreitas.continuumbooks.com Please visit the link and register with us to receive your password and access these downloadable resources. If you experience any problems accessing the resources, please contact Continuum at: [email protected] Continuum International Publishing Group The Tower Building 80 Maiden Lane 11 York Road Suite 704 London SE1 7NX New York, NY 10038 www.continuumbooks.com © Sara de Freitas, Paul Maharg and Contributors 2011 All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage or retrieval system, without prior permission in writing from the publishers. Sara de Freitas, Paul Maharg and Contributors have asserted their right under the Copyright, Designs and Patents Act, 1988, to be identified as Author of this work. British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. ISBN: 978-1-4411-9870-9 (paperback) 978-0-8264-2137-1 (hardcover) Library of Congress Cataloging-in-Publication Data Digital games and learning / edited by Sara de Freitas and Paul Maharg. p. cm. Includes bibliographical references. ISBN: 978-0-8264-2137-1 (hardback) ISBN: 978-1-4411-9870-9 (pbk.) 1. Education–Computer-assisted instruction. 2. Computer games. 3. Educational games. I. Freitas, Sara de. II. Maharg, Paul. III. Title. LB1029.G3D535 2010 371.33'70285–dc22 2010023569 Typeset by Newgen Imaging Systems Pvt Ltd, Chennai, India Printed and bound in India by Replika Press Pvt Ltd This book is dedicated to our parents – Mary Loretta and Charles William de Freitas, Maureen and William Maharg. This page intentionally left blank Contents Acknowledgements Notes on Contributors Foreword Henry Jenkins Introduction: Digital Games and Learning Sara de Freitas and Paul Maharg Background to the book Structure and outline of the book Transformational possibility How to use the book References xii xiii xxiii 1 1 3 11 13 13 Part 1 THEORIA THEORETICAL POSITIONS 1 Digital Games and Learning: Modelling Learning Experiences in the Digital Age Sara de Freitas and Paul Maharg Introduction Transformational theory sets for games and professional learning Diegetic and transactional dimensions in the SIMPLE case study Conclusion References
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