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Games-to-teach or games-to-learn [electronic resource] : unlocking the power of digital game-based learning through performance

Games-to-teach or games-to-learn [electronic resource] : unlocking the power of digital game-based learning through performance

Material type
E-Book(소장)
Personal Author
Chee, Yam San.
Title Statement
Games-to-teach or games-to-learn [electronic resource] : unlocking the power of digital game-based learning through performance / Yam San Chee.
Publication, Distribution, etc
Singapore :   Springer Singapore :   Imprint: Springer,   2016.  
Physical Medium
1 online resource (xvi, 190 p.) : col. ill.
Series Statement
Gaming media and social effects,2197-9685
ISBN
9789812875181
요약
The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.
General Note
Title from e-Book title page.  
Content Notes
Introduction -- Games-to-teach or games-to-learn: What’s the difference and why it matters -- Theory of game-based learning as performance -- Statecraft X: Learning governance by governing -- Legends of Alkhimia: Engaging in scientific inquiry by being a chemist -- Escape from Centauri 7: Reifying electromagnetic forces through simulation -- Game-based learning and the challenges of school reform -- Conclusion: Future prospects and educational opportunities.
Bibliography, Etc. Note
Includes bibliographical references and index.
이용가능한 다른형태자료
Issued also as a book.  
Subject Added Entry-Topical Term
Simulation games in education. Educational games. Computer games.
Short cut
URL
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020 ▼a 9789812875181
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050 4 ▼a Q342
082 0 4 ▼a 371.39/7 ▼2 23
084 ▼a 371.397 ▼2 DDCK
090 ▼a 371.397
100 1 ▼a Chee, Yam San.
245 1 0 ▼a Games-to-teach or games-to-learn ▼h [electronic resource] : ▼b unlocking the power of digital game-based learning through performance / ▼c Yam San Chee.
260 ▼a Singapore : ▼b Springer Singapore : ▼b Imprint: Springer, ▼c 2016.
300 ▼a 1 online resource (xvi, 190 p.) : ▼b col. ill.
490 1 ▼a Gaming media and social effects, ▼x 2197-9685
500 ▼a Title from e-Book title page.
504 ▼a Includes bibliographical references and index.
505 0 ▼a Introduction -- Games-to-teach or games-to-learn: What’s the difference and why it matters -- Theory of game-based learning as performance -- Statecraft X: Learning governance by governing -- Legends of Alkhimia: Engaging in scientific inquiry by being a chemist -- Escape from Centauri 7: Reifying electromagnetic forces through simulation -- Game-based learning and the challenges of school reform -- Conclusion: Future prospects and educational opportunities.
520 ▼a The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.
530 ▼a Issued also as a book.
538 ▼a Mode of access: World Wide Web.
650 0 ▼a Simulation games in education.
650 0 ▼a Educational games.
650 0 ▼a Computer games.
830 0 ▼a Gaming media and social effects.
856 4 0 ▼u https://oca.korea.ac.kr/link.n2s?url=http://dx.doi.org/10.1007/978-981-287-518-1
945 ▼a KLPA
991 ▼a E-Book(소장)

Holdings Information

No. Location Call Number Accession No. Availability Due Date Make a Reservation Service
No. 1 Location Main Library/e-Book Collection/ Call Number CR 371.397 Accession No. E14024365 Availability Loan can not(reference room) Due Date Make a Reservation Service M

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