
New Traditional Games for Learning
Description
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An editors' introduction pulls the collection together, identifying shared themes and drawing on the editors' own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.
Reviews / Votes
"Educators from Australia, Belgium, Estonia, Ireland, Germany, the UK, and the US describe the development and implementation of non-digital card games, board games, and live-action role-playing to supplement instruction in mutagenesis and evolution, astrobiology, antibiotic selection, chess for project-based learning, first-aid competencies, mobile learning, preschoolers' socioemotional development and body management, teaching acculturation, and adventure initiative games to build social competence and college retention. The settings for these games are also diverse - from pre-schools and elementary and secondary schools to universities and gaming conferences. Two chapters also deal with the importance of artistic design in developing and marketing games, with a reference to BoardGameGeek.com, a prime website with links to over 59,000 board games, reviews, and discussion forums.Summing Up: Recommended." - D.L. Stoloff, Eastern Connecticut State University, in CHOICE, June 2014
"Got the 'making digital games is too expensive for us' blues? This inspiring collection of detailed post-mortems and case studies provides fresh and much-needed advice about how to make simple but engaging educational card, board, and athletic games based on the topics you care about most." - Jesse Schell, Distinguished Professor of Entertainment Technology, Carnegie Mellon University; CEO, Schell Games
"New Traditional Games for Learning is a superb collection that takes games for learning back to their roots in non-digital games and play. The book spells out theory in practical terms, with lucid examples, and is a major contribution to the international, fast-growing games and learning movement." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University
More details
Other editions
Additional editions


Persons
Nicola Whitton is a Research Fellow at Manchester Metropolitan University, UK.
Content
Chapter 1 Dicing with curricula: the creation of a board game to speed up the course creation process.
Alex Moseley
Chapter 2 The 'Mutation Game' - a versatile educational tool
Cas Kramer, Nicola Suter-Giorgini, Karen Moss, Eoin Gill and Sheila Donegan
Chapter 3 Three boys and a chess set
Fiona Trapani and Liz Hinds
Chapter 4 Game-based learning as a vehicle to teach and assess first aid competencies
Nathalie Charlier
Chapter 5 A Game of Phones design, development & delivery case study
Kris Rockwell and Alicia Sanchez
Chapter 6 From idea to product - a board game for preschoolers
Paeivi Marjanen and Ilkka Moenkkoenen
Chapter 7 Adventure initiative games: playing towards social competence
Jule Hildmann
Chapter 8 An artist's approach to board games
Sam Ingleson
Chapter 9 Simulation game: taking the horses to water
Ivar Maennamaa
Chapter 10 Larps in high schools
J. Tuomas Harviainen and Ritva Savonsaari
Chapter 11 War of Worlds - an interactive board game about life beyond Earth
Barbara Ottolini and Cas Kramer
Chapter 12 Contexts and concepts: crafty ways to consider challenging topics
Claire Hamshire and Rachel Forsyth
Chapter 13 Building Soma: the development, release and postmortem of Healing Blade, a novel infectious disease card battle game
Arun Mathews
Chapter 14 Designing card and board games
Alan Paull
About the contributors
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