
Digital Games and Learning
Description
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Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail.
This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.
Reviews / Votes
"The literature on games has become a dense and confusing growth. Nicola Whitton's Digital Games and Learning finally gives a lucid and illuminating guide to both the forest and the trees. For anyone interested in games and learning this is the best 'strategy guide' available today."--James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University
"Finally! A book that builds robust bridges from learning research to practical game design and back again! Whitton's Digital Games and Learning boldly presents the core mechanisms of both learning and games, and from there builds up solid frameworks that can be used in a variety of contexts. This book is a tremendous boon to anyone who is designing or analyzing games for learning."
--Jesse Schell, CEO of Schell Games and Distinguished Professor of Entertainment Technology at Carnegie Mellon University
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Content
Chapter 1
Overview
Chapter 2
Evaluating digital games for learning
Part 2: Games as active learning environments
Chapter 3
Games as meaningful challenges
Chapter 4
Games as authentic contexts
Chapter 5
Games as social interactions
Part 3: Games as motivational tools
Chapter 6
Games as engaging events
Chapter 7
Games as designed enjoyment
Chapter 8
Games as reward mechanisms
Part 4: Games as playgrounds
Chapter 9
Games as protected play
Chapter 10
Games as experimental spaces
Chapter 11
Games as other worlds
Part 5: Games as learning technologies
Chapter 12
Games as interactive systems
Chapter 13
Games as digital habitats
Chapter 14
Games as multi-sensory experiences
Part 6: Conclusion
Chapter 15
The future of games and learning
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