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The Design and Use of Simulation Computer Games in Education / Edited by Brett E. Shelton; David A. Wiley.

Contributor(s): Material type: TextSeries: Modeling and Simulation for Learning and Instruction ; 2. | Educational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001Publisher: Leiden; Boston : Brill | Sense, 2007Description: 1 online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9789087903121
Subject(s): Additional physical formats: Print version:: The Design and Use of Simulation Computer Games in Education, DDC classification:
  • 794.8071 23
LOC classification:
  • LB1028.55
Online resources:
Contents:
Brett E. Shelton and David A. Wiley -- Introduction / Brett E. Shelton and David A. Wiley -- Games in Education: The Epistemic Argument / Brett E. Shelton and David A. Wiley -- In Praise of Epistemology / David Shaffer -- Six Ideas in Search of a Discipline / Richard Van Eck -- Building Bridges Between Serious Game Design and Instructional Design / Jamie Kirkley , Sonny Kirkley and Jerry Heneghan -- Layered Design in an Instructional Simulation / Andrew S. Gibbons and Stefan Sommer -- Designing Educational Games for Activity-Goal Alignment / Brett E. Shelton -- “The Peripatos Could not Have Looked Like that,” and Other Educational Outcomes From Student Game Design / Ryan M. Moeller , Jason L. Cootey and Ken S. Mcallister -- Games as Mediums for Social Change and Literacy Practices / Brett E. Shelton and David A. Wiley -- The Quest Atlantis Project: A Socially-Responsive Play Space for Learning / Sasha Barab , Tyler Dodge , Hakan Tuzun , Kirk Job-Sluder , Craig Jackson , Anna Arici , Laura Job-Sluder , Robert Carteaux JR , Jo Gilbertson and Conan Heiselt -- Massively Multiplayer Online Gaming as a Constellation of Literacy Practices / Constance Steinkuehler -- Robust Design Strategies for Scaling Educational Innovations / Brian C. Nelson , Diane Jass Ketelhut , Jody Clarke , Ed Dieterle , Chris Dede and Ben Erlandson -- Building the Wrong Model / Kenneth E. hay -- Wherever You go, There You are: Place-Based Augmented Reality Games for Learning / Kurt D. Squire , Mingfong Jan , James Matthews , Mark Wagler , John Martin , Ben Devane and Chris Holden.
Summary: A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come. James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University Learning from serious games generates emotional discussions about the feasibility of games as effective learning devices. It is refreshing that the authors are committed to taking an empirical approach to the study of games and education—one of research and grounded theory, rather than advocacy. This volume in an important step in beginning to move beyond hype to a more firm foundation for the use of serious games. M. David Merrill, Instructional Effectiveness Consultant, Visiting Professor Florida State University This volume shows that serious inquiry into serious games is a real and valid pursuit. The book conveys that what we can gather about how people learn within computer-based games, and using games, contributes to how we go about designing new educational games, and using games in more formal learning environments. It offers a convergence of thoughts, perspectives, and ideals. . . that may not always agree, but lays all the cards on the table. It’s very useful to get all these perspectives in one place. The authors further substantiate that research into this emerging area is one of promise and one that yields important results—providing impact across industry and academia. Clark Aldrich, Author of Simulations and the Future of Learning and Learning by Doing.
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Preliminary Material / Brett E. Shelton and David A. Wiley -- Introduction / Brett E. Shelton and David A. Wiley -- Games in Education: The Epistemic Argument / Brett E. Shelton and David A. Wiley -- In Praise of Epistemology / David Shaffer -- Six Ideas in Search of a Discipline / Richard Van Eck -- Building Bridges Between Serious Game Design and Instructional Design / Jamie Kirkley , Sonny Kirkley and Jerry Heneghan -- Layered Design in an Instructional Simulation / Andrew S. Gibbons and Stefan Sommer -- Designing Educational Games for Activity-Goal Alignment / Brett E. Shelton -- “The Peripatos Could not Have Looked Like that,” and Other Educational Outcomes From Student Game Design / Ryan M. Moeller , Jason L. Cootey and Ken S. Mcallister -- Games as Mediums for Social Change and Literacy Practices / Brett E. Shelton and David A. Wiley -- The Quest Atlantis Project: A Socially-Responsive Play Space for Learning / Sasha Barab , Tyler Dodge , Hakan Tuzun , Kirk Job-Sluder , Craig Jackson , Anna Arici , Laura Job-Sluder , Robert Carteaux JR , Jo Gilbertson and Conan Heiselt -- Massively Multiplayer Online Gaming as a Constellation of Literacy Practices / Constance Steinkuehler -- Robust Design Strategies for Scaling Educational Innovations / Brian C. Nelson , Diane Jass Ketelhut , Jody Clarke , Ed Dieterle , Chris Dede and Ben Erlandson -- Building the Wrong Model / Kenneth E. hay -- Wherever You go, There You are: Place-Based Augmented Reality Games for Learning / Kurt D. Squire , Mingfong Jan , James Matthews , Mark Wagler , John Martin , Ben Devane and Chris Holden.

A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come. James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University Learning from serious games generates emotional discussions about the feasibility of games as effective learning devices. It is refreshing that the authors are committed to taking an empirical approach to the study of games and education—one of research and grounded theory, rather than advocacy. This volume in an important step in beginning to move beyond hype to a more firm foundation for the use of serious games. M. David Merrill, Instructional Effectiveness Consultant, Visiting Professor Florida State University This volume shows that serious inquiry into serious games is a real and valid pursuit. The book conveys that what we can gather about how people learn within computer-based games, and using games, contributes to how we go about designing new educational games, and using games in more formal learning environments. It offers a convergence of thoughts, perspectives, and ideals. . . that may not always agree, but lays all the cards on the table. It’s very useful to get all these perspectives in one place. The authors further substantiate that research into this emerging area is one of promise and one that yields important results—providing impact across industry and academia. Clark Aldrich, Author of Simulations and the Future of Learning and Learning by Doing.

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