Digital game-based learning:
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
St. Paul, Minn.
Paragon House
2007
|
Schlagworte: | |
Online-Zugang: | Klappentext Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references (p. 411-430) and index |
Beschreibung: | XV, 442 S. Ill. |
ISBN: | 9781557788634 1557788634 |
Internformat
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020 | |a 1557788634 |c pbk. : alk. paper |9 1-55778-863-4 | ||
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264 | 1 | |a St. Paul, Minn. |b Paragon House |c 2007 | |
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500 | |a Includes bibliographical references (p. 411-430) and index | ||
650 | 4 | |a Employee training | |
650 | 4 | |a LB 1025-1050.79 Teaching | |
650 | 4 | |a Computer-assisted instruction | |
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Datensatz im Suchindex
_version_ | 1804137960290910209 |
---|---|
adam_text | CONTENTS
Acknowledgments
xi
Foreword
xiii
PART ONE: INTRODUCTION
/
BACKGROUND
1
Introduction
2
Chapter
1:
The Digital Game-Based Learning Revolution
9
Fun at Last!
9
The Opportunities in the Digital Game-Based Learning Revolution
19
Primary Learning
—
Not Just for Review
20
Case Study
1:
The Monkey Wrench Conspiracy·. How to
Get
3
Million Engineers to Learn (and Like It)
21
Case Study
2:
¡nSider·. How to Be Sure the
People Who Audit the Books Get it Right (and Like
Iti)
29
The Promise of Digital Game-Based Learning
3 2
The Key Messages
З З
Chapter
2:
The Games Generations: How Learners Have Changed
35
HowLearners Have Changed
3 5
But Do they Really Think Differently?
40
Digital Media: A Second Language
46
Different from TV: Manipulating versus Watching
4 7
So What About Attention Spans?
4 8
Reflection: The Disappearing Skill?
50
10
Ways the Games Generation Is Different
5
1
Chapter
3:
Why Education and Training Have Not Changed
66
Content-Centered versus Learner-Centered Approaches
68
AFTRB
69
Tell-Test
71
The Linear/Logical Approach
72
A Brief History of Learning and Technology
73
vili
CONTENTS
The Great How Do People Learn? Debate
77
Instructional Design
—
Helping Or Hurting?
82
The Role of Practice
83
So Why Is Change So Difficult?
84
Chapter
4:
Digital Game-Based Learning: New Hope
for Learner-Centered Training and Education
90
Learner-Centered Education
90
Learning Technologies
—
A Double-Edged Sword
92
Enormous Potential
93
Toward a Learner-Centered Environment: What If the
Training and Education World Were Like the Games World?
97
Motivating Today s Learners
100
Potential Learning Motivators
100
PART TWO: HOW GAMES TEACH AND WHY THEY WORK
105
Chapter
5:
Fun, Play and Games: What Makes
Games Engaging?
106
Fun
—
The Great Motivator
107
Fun and Learning
110
Plav—
The Universal Teacher 111
Play and Learning
112
Play and Work
11 3
Games
—
Adding the Structure
117
What Makes a Game a Game? Six Structural Factors
118
Other Types of Interactivity Beside Games
125
Digital Games
128
Game Taxonomy
—
Categories of Games
129
Computer Game Design
131
The Principles of Good Computer Game Design
133
Other Important Digital Game Design Elements
1 34
Digital Game Preferences: Culture and Individuals
138
The Language of Digital Games
142
Summary
—
What Makes Games So Engaging?
144
Chapter
6:
Digital Game-Based Learning: Why and
How It Works
145
Why Digital Game-Based Learning Works
147
How Do You Combine Computer Games and Learning?
149
Selecting a Game Style
151
The Subject Matters
—
Types of Interactive Learning
155
Putting the Game and Learning Together
164
Business and Political Context
—
Being PC
173
Types of Technology Available (or Required) for It to Run On
175
Resources and Experience Available to Build It
1 76
Implementation
—
Getting It Out There
178
CONTENTS ix
Chapter
7: Digital Game-
Based Learning for Kids
and Students: Edutainment
180
Growing Up with Learning Games
180
Digital Game-Based Learning for Preschoolers: Jumpstart, Babyl
185
Digital Game-Based Learning in Grades K—
12 187
Digital Game-Based Learning in Colleges and Universities
196
Conclusions
198
Chapter
8:
Digital Game-Based Learning for Adults
200
Games Adults Play
200
Computer Games at Work
202
Jeopardyl The Hidden Training Tool (ShhhO
205
Simulations: Are They Games?
210
Digital Game-Based Learning and the Internet
221
Digital Game-Based Learning on Handhelds and
Digital Phones
224
Conclusion
225
PART THREE: WHAT LEADING ORGANIZATIONS ARE DOING
227
Chapter
9:
Digital Game-Based Learning In Business:
41
Examples and Case Studies, from the
Incredibly Simple to the Amazingly Complex
228
External Training
229
internal Training
244
Conclusion
294
Chapter
10:
True Believers: Digital Game-Based Learning
in the Military
295
Joint Force Employment
297
A Bit of Military History
298
Kinds of Military Training
301
The Army
303
The Navy
306
The Air Force
310
The Marines
311
The National Guard and Reserves
312
Military Training s Other Missions
—
Schools and Standards
313
Linking Entertainment and Defense
—
The Conference
314
Conclusion
316
PART FOUR: IMPLEMENTATION
317
Chapter
11:
Bringing Digital Game-Based Learning
into Your Organization
318
Getting Started
318
Categories of Available Digital Game-Based Learning
319
Assessing Your Organization s Game-Based Learning Style
330
Fitting Digital Game-Based Learning into Any Budget
331
χ
CONTENTS
Fitting Digital Game-Based Learning into Corporate
Universities and Curricula
333
Learning Management Systems and Digital Game-Based
Learning
340
Conclusion
340
Chapter
12:
The Roles of Teachers and Trainers in
Digital Game-Based Learning:Digital Game-Based
Instruction
342
Leaving Pieasantville
343
New Roles for Trainers and Teachers
347
Why Teachers and Trainers Will Make Learning Games
353
Getting Practical
356
Chapter
13:
Convincing Management and Getting the
Bucks: Making the Business Case for Digital
Game-Based Learning
357
What s the Price Tag?
357
Getting the Bucks
358
Chapter
14:
Evaluating Effectiveness: Does It Work?
372
The Naysayers
372
The Evidence.· What s the It We Are Talking About?
378
What About the Older Generations?
386
What About Nongamers?
387
Overcoming Some Other Barriers
388
Crossing the Chasm
390
Chapter
15:
So You Have an Idea
... 392
The Model
392
How to Leave Us Your Mind
395
A Second Model
—
Building Tools or Engines
397
Don t Count on the Training Companies
398
What About the Games Companies?
399
What About Edutainment Companies?
400
So What Is the Answer?
401
Chapter
16:
The Future: Where Do We Go from Here?
402
The Futu re of Digital Lea rning
40 3
The Future of Digital Games
404
The
Visions
for Digital Game-Based Learning
406
The Challenges
407
Notes
411
Fu rther
Reading
428
Index
431
·.
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oday s workforce is quicker, sharper, more visually oriented, and more tech¬
nology-savvy than ever. To truly benefit from the Digital Natives learning
power and enthusiasm, traditional training methods must adapt to the way
people learn today. Written by the founder of Cames2train, this innovative
book is filled with examples and information to meet the demands of both
educators and employers.
|
adam_txt |
CONTENTS
Acknowledgments
xi
Foreword
xiii
PART ONE: INTRODUCTION
/
BACKGROUND
1
Introduction
2
Chapter
1:
The Digital Game-Based Learning Revolution
9
Fun at Last!
9
The Opportunities in the Digital Game-Based Learning Revolution
19
Primary Learning
—
Not Just for Review
20
Case Study
1:
The Monkey Wrench Conspiracy·. How to
Get
3
Million Engineers to Learn (and Like It)
21
Case Study
2:
¡nSider·. How to Be Sure the
People Who Audit the Books Get it Right (and Like
Iti)
29
The Promise of Digital Game-Based Learning
3 2
The Key Messages
З З
Chapter
2:
The Games Generations: How Learners Have Changed
35
HowLearners Have Changed
3 5
But Do they Really Think Differently?
40
Digital Media: A Second Language
46
Different from TV: Manipulating versus Watching
4 7
So What About Attention Spans?
4 8
Reflection: The Disappearing Skill?
50
10
Ways the Games Generation Is Different
5
1
Chapter
3:
Why Education and Training Have Not Changed
66
Content-Centered versus Learner-Centered Approaches
68
AFTRB
69
Tell-Test
71
The Linear/Logical Approach
72
A Brief History of Learning and Technology
73
vili
CONTENTS
The Great "How Do People Learn?" Debate
77
Instructional Design
—
Helping Or Hurting?
82
The Role of Practice
83
So Why Is Change So Difficult?
84
Chapter
4:
Digital Game-Based Learning: New Hope
for Learner-Centered Training and Education
90
Learner-Centered Education
90
Learning Technologies
—
A Double-Edged Sword
92
Enormous Potential
93
Toward a Learner-Centered Environment: What If the
Training and Education World Were Like the Games World?
97
Motivating Today's Learners
100
Potential Learning Motivators
100
PART TWO: HOW GAMES TEACH AND WHY THEY WORK
105
Chapter
5:
Fun, Play and Games: What Makes
Games Engaging?
106
Fun
—
The Great Motivator
107
Fun and Learning
110
Plav—
The Universal Teacher 111
Play and Learning
112
Play and Work
11 3
Games
—
Adding the Structure
117
What Makes a Game a Game? Six Structural Factors
118
Other Types of Interactivity Beside Games
125
"Digital''Games
128
Game Taxonomy
—
Categories of Games
129
Computer Game Design
131
The Principles of Good Computer Game Design
133
Other Important Digital Game Design Elements
1 34
Digital Game Preferences: Culture and Individuals
138
The "Language" of Digital Games
142
Summary
—
What Makes Games So Engaging?
144
Chapter
6:
Digital Game-Based Learning: Why and
How It Works
145
Why Digital Game-Based Learning Works
147
How Do You Combine Computer Games and Learning?
149
Selecting a Game Style
151
The Subject Matters
—
Types of Interactive Learning
155
Putting the Game and Learning Together
164
Business and Political Context
—"
Being PC"
173
Types of Technology Available (or Required) for It to Run On
175
Resources and Experience Available to Build It
1 76
Implementation
—
Getting It Out There
178
CONTENTS ix
Chapter
7: Digital Game-
Based Learning for Kids
and Students: Edutainment
180
Growing Up with Learning Games
180
Digital Game-Based Learning for Preschoolers: Jumpstart, Babyl
185
Digital Game-Based Learning in Grades K—
12 187
Digital Game-Based Learning in Colleges and Universities
196
Conclusions
198
Chapter
8:
Digital Game-Based Learning for Adults
200
Games Adults Play
200
Computer Games at Work
202
Jeopardyl The Hidden Training Tool (ShhhO
205
Simulations: Are They Games?
210
Digital Game-Based Learning and the Internet
221
Digital Game-Based Learning on Handhelds and
Digital Phones
224
Conclusion
225
PART THREE: WHAT LEADING ORGANIZATIONS ARE DOING
227
Chapter
9:
Digital Game-Based Learning In Business:
41
Examples and Case Studies, from the
Incredibly Simple to the Amazingly Complex
228
External Training
229
internal Training
244
Conclusion
294
Chapter
10:
True Believers: Digital Game-Based Learning
in the Military
295
Joint Force Employment
297
A Bit of Military History
298
Kinds of Military Training
301
The Army
303
The Navy
306
The Air Force
310
The Marines
311
The National Guard and Reserves
312
Military Training's Other Missions
—
Schools and Standards
313
Linking Entertainment and Defense
—
The Conference
314
Conclusion
316
PART FOUR: IMPLEMENTATION
317
Chapter
11:
Bringing Digital Game-Based Learning
into Your Organization
318
Getting Started
318
Categories of Available Digital Game-Based Learning
319
Assessing Your Organization's Game-Based Learning Style
330
Fitting Digital Game-Based Learning into Any Budget
331
χ
CONTENTS
Fitting Digital Game-Based Learning into Corporate
Universities and Curricula
333
Learning Management Systems and Digital Game-Based
Learning
340
Conclusion
340
Chapter
12:
The Roles of Teachers and Trainers in
Digital Game-Based Learning:Digital Game-Based
Instruction
342
Leaving Pieasantville
343
New Roles for Trainers and Teachers
347
Why Teachers and Trainers Will Make Learning Games
353
Getting Practical
356
Chapter
13:
Convincing Management and Getting the
Bucks: Making the Business Case for Digital
Game-Based Learning
357
What's the Price Tag?
357
Getting the Bucks
358
Chapter
14:
Evaluating Effectiveness: Does It Work?
372
The Naysayers
372
The Evidence.· What's the "It" We Are Talking About?
378
What About the Older Generations?
386
What About Nongamers?
387
Overcoming Some Other Barriers
388
Crossing the Chasm
390
Chapter
15:
So You Have an Idea
. 392
The Model
392
How to Leave Us Your Mind
395
A Second Model
—
Building Tools or Engines
397
Don't Count on the Training Companies
398
What About the Games Companies?
399
What About Edutainment Companies?
400
So What Is the Answer?
401
Chapter
16:
The Future: Where Do We Go from Here?
402
The Futu re of Digital Lea rning
40 3
The Future of Digital Games
404
The
Visions
for Digital Game-Based Learning
406
The Challenges
407
Notes
411
Fu rther
Reading
428
Index
431
·.
V
Μ
V
5 '
Μ ϊ Γ41
«її
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І
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L·,
fr '-
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■·''■ '
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^^
1
С
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oday's workforce is quicker, sharper, more visually oriented, and more tech¬
nology-savvy than ever. To truly benefit from the Digital Natives' learning
power and enthusiasm, traditional training methods must adapt to the way
people learn today. Written by the founder of Cames2train, this innovative
book is filled with examples and information to meet the demands of both
educators and employers. |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Prensky, Marc |
author_facet | Prensky, Marc |
author_role | aut |
author_sort | Prensky, Marc |
author_variant | m p mp |
building | Verbundindex |
bvnumber | BV035030234 |
callnumber-first | L - Education |
callnumber-label | LB1028 |
callnumber-raw | LB1028.5 |
callnumber-search | LB1028.5 |
callnumber-sort | LB 41028.5 |
callnumber-subject | LB - Theory and Practice of Education |
classification_rvk | AP 15946 DP 2600 |
ctrlnum | (OCoLC)70131175 (DE-599)BVBBV035030234 |
dewey-full | 371.334 371.33/4 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 371 - Schools and their activities; special education |
dewey-raw | 371.334 371.33/4 |
dewey-search | 371.334 371.33/4 |
dewey-sort | 3371.334 |
dewey-tens | 370 - Education |
discipline | Allgemeines Pädagogik |
discipline_str_mv | Allgemeines Pädagogik |
format | Book |
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geographic | USA (DE-588)4078704-7 gnd |
geographic_facet | USA |
id | DE-604.BV035030234 |
illustrated | Illustrated |
index_date | 2024-07-02T21:49:25Z |
indexdate | 2024-07-09T21:20:35Z |
institution | BVB |
isbn | 9781557788634 1557788634 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016699234 |
oclc_num | 70131175 |
open_access_boolean | |
owner | DE-19 DE-BY-UBM DE-384 DE-1046 DE-20 |
owner_facet | DE-19 DE-BY-UBM DE-384 DE-1046 DE-20 |
physical | XV, 442 S. Ill. |
publishDate | 2007 |
publishDateSearch | 2007 |
publishDateSort | 2007 |
publisher | Paragon House |
record_format | marc |
spelling | Prensky, Marc Verfasser aut Digital game-based learning Marc Prensky St. Paul, Minn. Paragon House 2007 XV, 442 S. Ill. txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references (p. 411-430) and index Employee training LB 1025-1050.79 Teaching Computer-assisted instruction Educational games Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerunterstütztes Lernen (DE-588)4225938-1 gnd rswk-swf Berufliche Fortbildung (DE-588)4005910-8 gnd rswk-swf USA (DE-588)4078704-7 gnd rswk-swf USA (DE-588)4078704-7 g Computerspiel (DE-588)4010457-6 s Berufliche Fortbildung (DE-588)4005910-8 s Computerunterstütztes Lernen (DE-588)4225938-1 s DE-604 Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016699234&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Klappentext Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016699234&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Prensky, Marc Digital game-based learning Employee training LB 1025-1050.79 Teaching Computer-assisted instruction Educational games Computerspiel (DE-588)4010457-6 gnd Computerunterstütztes Lernen (DE-588)4225938-1 gnd Berufliche Fortbildung (DE-588)4005910-8 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4225938-1 (DE-588)4005910-8 (DE-588)4078704-7 |
title | Digital game-based learning |
title_auth | Digital game-based learning |
title_exact_search | Digital game-based learning |
title_exact_search_txtP | Digital game-based learning |
title_full | Digital game-based learning Marc Prensky |
title_fullStr | Digital game-based learning Marc Prensky |
title_full_unstemmed | Digital game-based learning Marc Prensky |
title_short | Digital game-based learning |
title_sort | digital game based learning |
topic | Employee training LB 1025-1050.79 Teaching Computer-assisted instruction Educational games Computerspiel (DE-588)4010457-6 gnd Computerunterstütztes Lernen (DE-588)4225938-1 gnd Berufliche Fortbildung (DE-588)4005910-8 gnd |
topic_facet | Employee training LB 1025-1050.79 Teaching Computer-assisted instruction Educational games Computerspiel Computerunterstütztes Lernen Berufliche Fortbildung USA |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016699234&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016699234&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT prenskymarc digitalgamebasedlearning |