Using Games to Enhance Learning and Teaching - A Beginner's Guide(English, Paperback, unknown) | Zipri.in
Using Games to Enhance Learning and Teaching  - A Beginner's Guide(English, Paperback, unknown)

Using Games to Enhance Learning and Teaching - A Beginner's Guide(English, Paperback, unknown)

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Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research. Table of Contents Part I: Background Chapter 1 Introduction Chapter 2 Good game design is good learning design Part II: Applying game principles to education Chapter 3 Challenge: Levelling up Chapter 4 Community: The Wisdom of Crowds Chapter 5 Narrative: Let me tell you a story Chapter 6 Competition: Playing to win? Chapter 7 Multiple media: A picture is worth a thousand words Part III: Creating games for learning Chapter 8 Authentic contextual games for learning Chapter 9 Mapping games to curricula Chapter 10 Assessment and games Chapter 11 Designing low-cost games for learning Part IV: Games in Practice Chapter 12 Developing Alternate Reality Games for learning Chapter 13 Evaluating Immersive Virtual Environments for learning Chapter 14 Alternate Reality Games and Literature Part V: Conclusions Chapter 15 Conclusions