
Digital Game-Based Learning
Marc Prensky(Author)
McGraw-Hill Professional (Publisher)
Published on 16. January 2001
Book
Hardback
268 pages
978-0-07-136344-0 (ISBN)
Description
A mixture of fast-paced video games and serious business content, game-based learning is being used to create more engaging training programs. Using case studies, this guide explains what digital game-based learning is, where it can be used and how to implement it.
More details
Language
English
Place of publication
United States
Publishing group
McGraw-Hill Education - Europe
Target group
College/higher education
Professional and scholarly
Illustrations
25 illustrations
Dimensions
Height: 249 mm
Width: 168 mm
Thickness: 41 mm
Weight
842 gr
ISBN-13
978-0-07-136344-0 (9780071363440)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Person
Marc Prensky (New York, NY) is the founder and CEO of games2train.com, a ground-breaking pioneer in the field of Digital Game-Based Learning. He was a vice president at Bankers Trust and developed the first Game-Based Learning applications for Harvard Business School, JP Morgan, The Boston Consulting Group, and many other clients.
Content
Part One: Introduction / Background. 1. The Digital Game-Based Learning Revolution. 2. The Games Generations: How Learners Have Changed. 3. Why Education and Training Have Not Changed. 4. Digital Game-Based Learning: New Hope for Learner-Centered Training and Education. Part Two: How Games Teach and Why They Work. 5. Fun, Play and Games: What Makes Games Engaging?. 6. Digital Game-Based Learning: Why and How It Works. 7. Digital Game-Based Learning for Kids and Students: Edutainment. 8. Digital Game-Based Learning for Adults. Part Three: What Leading Organizations are Doing. 9. Digital Game-Based Learning in Business: 41 Examples and Case Studies, from the Incredibly Simple to the Amazingly Complex. 10. True Believers: Digital Game-Based Learning in the Military. Part Four: Implementation. 11. Bringing Digital Game-Based Learning into Your Organization. 12. The Roles of Teachers and Trainers in Digital Game-Based Learning: Digital Game-Based Instruction. 13. Convincing Management and Getting the Bucks: Making the Business Case for Digital Game-Based Learning. 14. Evaluating Effectiveness: Does It Work?. 15. So You Have an Idea... 16. The Future: Where Do We Go from Here?.