Playful Teaching, Learning Games : a New Tool for Digital Classrooms /
Playful Teaching, Learning Games : a New Tool for Digital Classrooms /
Edited by Myint Swe Khine.
- 1 online resource
- Contemporary Approaches to Research in Learning Innovations ; 5 Educational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001 .
- Contemporary Approaches to Research in Learning Innovations ; 5. Educational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001. .
Preliminary Material / Myint Swe Khine -- The Impact of Visual Design Quality on Game-based Learning / Nicola Whitton and Peter Whitton -- An Activity Theoretical Model for Social Interaction in Computer Games / Chee Siang Ang , Panayiotis Zaphiris and Stephanie Wilson -- Video Games in the Classroom / Sandra Schamroth Abrams -- Methods and Design for Research in Global Oriented Game-based Language Learning / Bente Meyer and Birgitte Holm Sørensen -- Baroque Baroque Revolution / Jen Jenson , Nick Taylor , Suzanne de Castell , Milena Droumeva and Stephanie Fisher -- Virtual Games and Career Exploration / Teresa Franklin , William Young II , Chang Liu , Stephen P. Carroll and Li-Wei Peng -- Multi-user Virtual Environment – A Tool for Play or Academic Engagement? / Lee Yong Tay and Cher Ping Lim -- Games in Education / Myint Swe Khine -- List of Contributors / Myint Swe Khine.
Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.
9789460914607
10.1007/978-94-6091-460-7 DOI
Educational games.
Educational technology.
LB1029.G3
371.33/7
Preliminary Material / Myint Swe Khine -- The Impact of Visual Design Quality on Game-based Learning / Nicola Whitton and Peter Whitton -- An Activity Theoretical Model for Social Interaction in Computer Games / Chee Siang Ang , Panayiotis Zaphiris and Stephanie Wilson -- Video Games in the Classroom / Sandra Schamroth Abrams -- Methods and Design for Research in Global Oriented Game-based Language Learning / Bente Meyer and Birgitte Holm Sørensen -- Baroque Baroque Revolution / Jen Jenson , Nick Taylor , Suzanne de Castell , Milena Droumeva and Stephanie Fisher -- Virtual Games and Career Exploration / Teresa Franklin , William Young II , Chang Liu , Stephen P. Carroll and Li-Wei Peng -- Multi-user Virtual Environment – A Tool for Play or Academic Engagement? / Lee Yong Tay and Cher Ping Lim -- Games in Education / Myint Swe Khine -- List of Contributors / Myint Swe Khine.
Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.
9789460914607
10.1007/978-94-6091-460-7 DOI
Educational games.
Educational technology.
LB1029.G3
371.33/7