1 option
Games : purpose and potential in education / Christopher Thomas Miller, editor.
Van Pelt Library LB1029.G3 G36 2008
Available
- Format:
- Book
- Language:
- English
- Subjects (All):
- Educational games.
- Physical Description:
- xiv, 259 pages : illustrations ; 25 cm
- Place of Publication:
- New York : Springer, [2008]
- Summary:
- The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background.
- Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning.
- This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
- Contents:
- Chapter 1 Once Upon a Game: Rediscovering the Roots of Games in Education / Luca Botturi, Christian Sebastian Loh 1
- 1.1.1 Play is Not the Opposite of Work 2
- 1.1.2 "What, Then, is Game?" 3
- 1.1.3 Chapter Structure 5
- 1.2 Games as an Educational Technology 5
- 1.2.1 Games and Playing: Theoretical Frameworks 6
- 1.2.2 Formal approach: What does a game look like? 7
- 1.2.3 Substantial Approach: What is a Game? 8
- 1.2.4 Summary: Theoretical Frameworks 12
- 1.3 Game and Play: What the Words Say 12
- 1.3.1 Play, Play, and Play 13
- 1.4 Otium vs. Negotium 16
- 1.4.1 School and Teachers 17
- 1.5.1 Education as Game 19
- Chapter 2 Learning by Designing Homemade PowerPoint Games / Lloyd Rieber, Michael Barbour, Gretchen Thomas, Dawn Rauscher 23
- 2.2 Game Design: The Other Use of Gaming in Education 25
- 2.3 Constructionism as a Rationale for Gaming in Education 27
- 2.4 Game Design as a Route to Play and Flow 29
- 2.4.1 Homemade PowerPoint Games: How Do They Work? 31
- 2.4.2 What does a homemade PowerPoint game look like? 32
- 2.4.3 Homemade PowerPoint Games are an Example of Appropriate Technology 34
- 2.5 Homemade PowerPoint Games in Use: K-12 Education 34
- 2.5.1 Stage 1: Student Orientation 35
- 2.5.2 Stage 2: Student Game Design - Scaffolding by the Teacher 36
- 2.5.3 Stage 3: Student Game Design - Student Story Writing 36
- 2.5.4 Stage 4: Student Game Design - Developing an Early Prototype 37
- 2.5.5 Stage 5: Student Game Design - Refining the Prototype 37
- 2.5.6 Stage 6: Student Game Design - Iterative Cycle 38
- Chapter 3 Video Games, Learning, and "Content" / James Paul Gee 43
- 3.1 Experience and Learning 43
- 3.2 A Piece of Research: Action, Simulation, and Reading 45
- 3.3 Social Identity and Learning 45
- 3.4 Game Design 46
- 3.5 The Situated Learning Matrix 47
- 3.6 Clearing Up Possible Misconceptions 51
- Chapter 4 Fair Game: Gender Differences in Educational Games / Kimberely Fletcher Nettleton 55
- 4.2 Gender Differences in Toys and Games 56
- 4.3 Fantasy Play, Simulations, and Games 58
- 4.4 The Playground 61
- 4.5 Games 62
- 4.6 Gender and Education 65
- 4.7 Games in the Classroom 66
- 4.8 Game Design for Education 69
- Chapter 5 Video Game Pedagogy: Good Games = Good Pedagogy / Katrin Becker 73
- 5.2 Studying the Masters, and the Scholars 75
- 5.3 Connecting the Dots 76
- 5.4 On Choosing Games for Study 77
- 5.4.1 The Chosen Ones 78
- 5.5 Game Elements 82
- 5.6 Learning and Instructional Design Theories and Models 84
- 5.7 The Classics Revisited 85
- 5.7.1 Gagne's Nine Events of Instruction 85
- 5.7.2 Reigeluth's Elaboration Theory 92
- 5.7.3 Merrill's First Principles of Instruction 100
- 5.8 New Frontiers 104
- 5.8.1 Activity theory 105
- 5.8.2 Constructivist Learning Environments 109
- 5.8.3 Problem-based learning 114
- 5.9 Digital Games Are Special (Educational Technologies) 119
- Chapter 6 Applying Pedagogy during Game Development to Enhance Game-Based Learning / Atsusi Hirumi, Christopher Stapleton 127
- 6.1 Applying Pedagogy during Game Development to Enhance Game-Based Learning 128
- 6.2 Levels of Design and Application 129
- 6.3 Fundamental Components of Interactive Entertainment 131
- 6.4 Applying Pedagogy during the Game Development Process 132
- 6.4.1 The Concept Development Phase 134
- 6.4.2 Pre-Production Phase 140
- 6.4.3 Production Phase 158
- Chapter 7 Video Games and Teacher Development: Bridging the Gap in the Classroom / Elizabeth Simpson, Susan Stansberry 163
- 7.2 Use of Video Games in the Classroom 167
- 7.2.1 There is always an answer 167
- 7.2.2 Nothing is impossible 167
- 7.2.3 Trial and error 167
- 7.2.4 Competition and collaboration 168
- 7.2.5 Roles are clear 168
- 7.2.6 Gamers are autonomous 168
- 7.2.7 Gamers dominate their culture 168
- 7.3 Teachers' Barriers to Video Games in the Classroom 169
- 7.3.1 Accountability 169
- 7.3.2 Research-based tools and methodologies 170
- 7.3.3 Administrative Support for Innovation 171
- 7.3.4 Professional Collaboration 172
- 7.3.5 Teacher preparedness 172
- 7.3.6 Need to scaffold new methodologies to existing practice 173
- 7.4 Strategies for Successfully Integrating Video Games in the Classroom-Bridging the Gap 173
- Chapter 8 Confronting the Dark Side of Video Games / Christian Sebastian Loh 185
- 8.1.1 Unique Features of Video Games 186
- 8.1.2 The Holodeck Experience 187
- 8.2 Video Game Playing 188
- 8.2.1 Practice Makes Perfect? 188
- 8.2.2 Deliberate Practice 188
- 8.2.3 Immediate Feedback 190
- 8.2.4 The Source of the Feedback 191
- 8.3 The Rising Controversy 192
- 8.3.1 The Debate about Violent Video Games 192
- 8.3.2 'R' is for 195
- 8.4 In A Galaxy Far, Far, Away 202
- 8.4.1 Marketing to Children 203
- 8.5 Rating Video Games 205
- 8.5.1 A Failing Scheme 206
- 8.5.2 Independent Rating System 208
- 8.6.1 Epilogue: Which Side Are You On? 211
- Chapter 9 Blogging the Future from Multiple Perspectives: Current Problems and Future Potentials for Educational Games / Christopher T. Miller, Christian Sebastian Loh, Katrin Becker, Luca Botturi, Michael Barbour, Kimberely Fletcher Nettleton, Atsusi Hirumi, Lloyd Rieber, Elizabeth Simpson 219
- 9.2 Importance of Connecting Games and the Instructional Design Field 220
- 9.2.1 Atsusi 220
- 9.2.2 Kimberely 220
- 9.2.3 Luca 221
- 9.2.4 Lloyd 221
- 9.2.5 Katrin 222
- 9.2.6 Luca 223
- 9.2.7 Christopher 223
- 9.2.8 Sebastian 224
- 9.3 Problems with Games and Education 224
- 9.3.1 Katrin 225
- 9.3.2 Michael 225
- 9.3.3 Kimberely 226
- 9.3.4 Sebastian 227
- 9.3.5 Luca 228
- 9.4 Understanding the Benefits of Games 229
- 9.4.1 Luca 229
- 9.4.2 Kimberely 230
- 9.4.3 Katrin 231
- 9.4.4 Michael 231
- 9.4.5 Sebastian 232
- 9.5 Integrating Games into Teacher Preparation and Education 232
- 9.5.1 Katrin 233
- 9.5.2 Elizabeth 233
- 9.5.3 Luca 234
- 9.5.4 Michael 235
- 9.5.5 Kimberely 236
- 9.5.6 Michael 236
- 9.5.7 Sebastian 236
- 9.6 What are the Cultural Implications of Increasing the Use of Games in Education? 237
- 9.6.1 Katrin 237
- 9.6.2 Luca 238
- 9.6.3 Michael 239
- 9.6.4 Kimberely 239
- 9.6.5 Sebastian 239
- 9.7 How Can Assessment be Conducted When Using Games? 240
- 9.7.1 Luca 240
- 9.7.2 Katrin 240
- 9.7.3 Michael 241
- 9.7.4 Kimberely 242
- 9.7.5 Sebastian 242
- 9.8 What Are the Future Potentials for Games in Education? 243
- 9.8.1 Michael 243
- 9.8.2 Katrin 244
- 9.8.3 Katrin 245
- 9.8.4 Kimberely 245
- 9.8.5 Sebastian 246.
- Notes:
- Includes bibliographical references and index.
- ISBN:
- 9780387097749
- 0387097740
- OCLC:
- 244421124
The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.