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2011, Handbook of Research on Improving Learning and Motivation through Educational Games
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3 pages
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The inclusion of games into the classroom is not a recent phenomenon. According to early research conducted by members of Society of the Advancement of Games and Simulation in Education and Training (SAGSET), the use of games in the classroom became popular in the 1960s (Taylor & Walford, 1972). As computer technologies evolved, and changed many facets
In H. C. Arnseth, T. Hanghøj, T.D. Henriksen, M. Misfeldt, R. Ramberg & S. Selander (Eds.) Games and Education: Designs in and for Learning. Leiden: Brill., 2018
In this chapter, we draw together some of the recent findings from our research; we explicate some of the core dialogic concepts and relate them to digital games; and we try to formulate a set of principles or guidelines for a dialogic pedagogy with digital games, what we term “the GTDT model” (Games as Tools for Dialogic Teaching).
The fundamental purpose of education is to guarantee that all students benefit from the learning experience to the full, by ensuring their participation in public, community and economic life. To achieve this, educators need new methodologies which would help them reach these goals using the most effective tools possible. A myriad of methods have been used so far and the idea of fun learning through the use of games is permeating through the educational system as being an effective way of educating the students. In the following study, we will peep into the future of education by seeing what educators and their students think about it. We will see if they’re ready to put aside more traditional methods whilst resorting to games as effective teaching tools.
Multidisciplinary Approaches, 2011
Games-based learning has captured the interest of educationalists as it is perceived as a potentially highly motivating approach for learning in a diverse number of areas. Despite this, there is a dearth of empirical evidence in the GBL literature, and confusion as to where games-based learning fits in relation to games, simulations, and serious games. This chapter will present a review of the current state of the GBL empirical literature, but will particularly focus on the fields of software engineering, Information Systems, and computer science. This chapter will also take into account the advantages and disadvantages that have to be considered when selecting a GBL approach.
New Pedagogical Approaches in Game-enhanced Learning: Curriculum integration, 2013
This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices, pedagogical knowledge practices, and everyday knowledge practices. Secondly, the chapter emphasizes how teachers must be able to shift back and forth between various interactional roles in order to facilitate game scenarios. Finally, a discussion is presented on how teachers choose different pedagogical approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games.
Learning, Education and Games Volume Two: Bringing Games into Educational Contexts, 2016
Video game use in education has focused on the application of games within the existing education system and on their inherent potential for producing learning (Gee 2003). However, research has revealed a fundamental mismatch between the goals of games and the object of school-based learning . As a result, efforts to integrate games into the curriculum have frequently fallen flat despite the best intentions of teachers and the gaming industry. Such efforts have failed either because games designed to educate do not engage their intended audience, or because truly engaging games do not provide enough educational value.
I-KNOW, 2003
Abstract: How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for ...
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