Digital Game-Based Learning |
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Zusammenfassungen
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.
Von Klappentext im Buch Digital Game-Based Learning (2001) Digital Game-Based Learning, by Marc Prensky, is a strategic and tactical guide to the newest trend in e-learning—combining content with video games and computer games to more successfully engage the under-40 "Games Generations," which now make up half of America's work force and all of its students. The book fully explores the concept of Digital Game-Based Learning, including such topics as How Learners Have Changed, Why Digital Game-Based Learning Is Effective, Simulations and Games, How Much It Costs, and How To Convince Management. With over 50 case studies and examples, it graphically illustrates how and why Digital Game-Based Learning is working for learners of all ages in all industries, functions and subjects.
Von Klappentext im Buch Digital Game-Based Learning (2001) Prensky aims high with his publication on game-based learning: "The book is intended to be at the same time visionary in outlook, theoretically grounded, and extremely practical" (p. 5).
Based on his assumption that game-based learning is not just a temporary hype but a fundamental form of learning of the future, he cites the following key reasons why this form of learning will become more popular: it meets the needs and learning styles of today’s and the future’s generations of learners, it is motivating because it’s fun, and it is versatile and effective when used correctly.
The four parts of the book addresse the perspectives of learners, trainers, managers and - implicitly also the vendors - on game-based learning. Throughout the book Prensky illustrates his statements by a number of case studies on the development and implementation of digital game-based learning in corporate and military training.
In his elaborations Prensky uses many provocative statements, such as "if our training or school is boring to our students, it is entirely our fault as educators" (p. 67) in order to emphasise the shortcomings of traditional educational approaches and the need for innovative forms of learning. The book covers many interesting aspect of today’s training challenges and the capabilities of game-based learning, such as the characteristics of the game generation (p. 51), the potentials of games to engage learning (p. 106), key structural elements of games (p. 119) or different types of interactive learning in games (p. 157).
Throughout the book Pensky supports a very positive attitude toward the potentials of game-based learning. He substantiates his assessments with pedagogical, business and pragmatic arguments in a plausible way. However, it seems that his arguments are more based on his personal experiences and judgements, which then are supported by selected suitable studies. Critical issues are rather touched than reflected deeply.
The book is accompanied by a website (www.twitchspeed.com) which is intended to be "an essential part of the book’s experiences" (p. 6). However, one easily gets the impression that this website mainly serves at the promotion of the author’s publications and his company’s services, while the interactive features (such as the discussion board) are unused, and free services are outdated, such as the literature links with no publication after 2000.
In spite of the described shortcomings I found this book inspiring and interesting to read. It contains a number of thought provoking ideas, which trigger reflections on the potentials and drawbacks on game-based learning.
[Source:www.elearning-reviews.org/]
Von Ingrid Schönwald, erfasst im Biblionetz am 13.09.2005Based on his assumption that game-based learning is not just a temporary hype but a fundamental form of learning of the future, he cites the following key reasons why this form of learning will become more popular: it meets the needs and learning styles of today’s and the future’s generations of learners, it is motivating because it’s fun, and it is versatile and effective when used correctly.
The four parts of the book addresse the perspectives of learners, trainers, managers and - implicitly also the vendors - on game-based learning. Throughout the book Prensky illustrates his statements by a number of case studies on the development and implementation of digital game-based learning in corporate and military training.
In his elaborations Prensky uses many provocative statements, such as "if our training or school is boring to our students, it is entirely our fault as educators" (p. 67) in order to emphasise the shortcomings of traditional educational approaches and the need for innovative forms of learning. The book covers many interesting aspect of today’s training challenges and the capabilities of game-based learning, such as the characteristics of the game generation (p. 51), the potentials of games to engage learning (p. 106), key structural elements of games (p. 119) or different types of interactive learning in games (p. 157).
Throughout the book Pensky supports a very positive attitude toward the potentials of game-based learning. He substantiates his assessments with pedagogical, business and pragmatic arguments in a plausible way. However, it seems that his arguments are more based on his personal experiences and judgements, which then are supported by selected suitable studies. Critical issues are rather touched than reflected deeply.
The book is accompanied by a website (www.twitchspeed.com) which is intended to be "an essential part of the book’s experiences" (p. 6). However, one easily gets the impression that this website mainly serves at the promotion of the author’s publications and his company’s services, while the interactive features (such as the discussion board) are unused, and free services are outdated, such as the literature links with no publication after 2000.
In spite of the described shortcomings I found this book inspiring and interesting to read. It contains a number of thought provoking ideas, which trigger reflections on the potentials and drawbacks on game-based learning.
[Source:www.elearning-reviews.org/]
Kapitel
- 1. The Digital Games-Based Learning Revolution
- 2. The Games Generations - How Learners Have Changed
- 3. Why Education and Training Have Not Changed
- 5. Fun, Play and Games - What Makes Games Engaging
- 10. True Believers - Digital Game-Based Learning in The Military
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Nicht erwähnte Begriffe | Bildung, Digitalisierung, Eltern, LehrerIn, Schule, Unterricht |
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2 Einträge in Beats Blog
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Zeitleiste
31 Erwähnungen
- Enabling Social Dimensions of Learning Through a Persistent, Unified, Massively Multi-User, and Self-Organizing Virtual Environment (Julian Lombardi, Mark P. McCahill)
- Computer Games and Learning - Why do we think it's worth talking about computer games and learning in the same breath? (Keri Facer)
- Mobile learning vs. traditional classroom lessons - a comparative study (D. Furió, M.-C. Juan, I. Seguí, R. Vivó)
- Jugendmedienschutz und Medienerziehung im digitalen Zeitalter - Eine explorative Studie zur Rolle der Eltern (Thorsten Junge)
- E-Learning im Unternehmen - Grundlagen - Strategien - Methoden - Technologien (Andrea Back, Oliver Bendel, Daniel Stoller-Schai) (2001)
- Handbuch E-Learning - Expertenwissen aus Wissenschaft und Praxis (Andreas Hohenstein, Karl Wilbers) (2002)
- Game-based Learning - Erfahrungen mit und Perspektiven für digitale Lernspiele in der betrieblichen Bildung (Christoph Meier, Sabine Seufert) (2003)
- Lebenslanges (E-)Learning: Lust oder Frust? - Zum Potenzial digitaler Lernspiele für die betriebliche Bildung (Christoph Meier, Sabine Seufert) (2003)
- The use of palmtop computers for learning - a review of the literature (P. Kent, Carol Savill-Smith) (2003)
- The participation of children in the design of new technology (Ben Williamson) (2003)
- eLearning in der Berufsbildung (Dieter Euler, Sabine Seufert, Karl Wilbers) (2004)
- The use of computer and video games for learning - A review of the literature (Alice Mitchell, Carol Savill-Smith) (2004)
- 1. Introduction and overview of the literature
- An anatomy of games (Martin Owen) (2004)
- Campus 2004 - Kommen die digitalen Medien an den Hochschulen in die Jahre? (Doris Carstensen, Beate Barrios) (2004)
- Rules of the new web-supported negotiation game 'SurfingGlobalChange' - Game for your mark! (Gibert Ahamer)
- New Tools for Back-to-School - Blogs, Swarms, Wikis, and Games (Educause Review October 2004, Volume 39, Number 5) (2004)
- Game Based Learning (Joel Foreman)
- Parson's Programming Puzzles - A Fun and Effective Learning Tool for Frist Programming Courses (Dale Parsons, Patricia Haden) (2006)
- Die Nintendo-Generation lernt Programmieren - Der Versuch einer didaktischen Rekonstruktion des Programmierens für den Unterricht (Claudio Landerer) (2006)
- Educause Quarterly 3/2006 (2006)
- Serious Games - Incorporating Video Games in the Classroom (Leonard A. Annetta, Marshall R. Murray, Shelby Gull Laird, Stephanie C. Bohr, John C. Park)
- Mobile Learning - Zeitschrift für e-learning 04/2007 (2007)
- Von passivem zu aktivem mobilen Lernen (Christoph Göth, Dirk Frohberg, Gerhard Schwabe)
- Didaktische Konzeption von Serious Games - Zur Verknüpfung von Spiel- und Lernangeboten (Michael Kerres, Mark Bormann, Marcel Vervenne) (2009)
- red-conference - Proceedings of the red-conference, March 7-10, 2011, Ascona Switzerland (2011)
- Boys are like girls: same but different - Insights in the gender digital divide (Luca Botturi, Chiara Bramani)
- Mobile Learning - Potenziale, Einsatzszenarien und Perspektiven des Lernens mit mobilen Endgeräten (Claudia de Witt, Almut Sieber) (2013)
- 4. Innovation und Trends für Mobiles Lernen (Marcus Specht, Marco Kalz, Dirk Börner)
- Einführung in die Mediendidaktik - Lehren und Lernen mit digitalen Medien (Dominik Petko) (2014)
- Research on e-Learning and ICT in Education - Technological, Pedagogical and Instructional Perspectives (Charalampos Karagiannidis, Panagiotis Politis, Ilias Karasavvidis) (2014)
- 1. Digital Technologies - An Effective Educational Change Agent? (J. Underwood)
- Digitale Demenz? - Mythen und wissenschaftliche Befundlage zur Auswirkung von Internetnutzung (Markus Appel, Constanze Schreiner) (2014)
- Lernräume gestalten - Bildungskontexte vielfältig denken - Tagungsband der GMW-Jahrestagung 2014 (Klaus Rummler) (2014)
- Räume zum Flanieren, Spielen und Lernen - Überlegungen zur Gestaltung von Bildungs- und Lernräumen im Kontext kultureller Entwicklungen (Nina Grünberger)
- smartphone geht vor - Wie Schule und Hochschule mit dem Aufmerksamkeitskiller umgehen können (Andreas Belwe, Thomas Schutz) (2014)
- The Hidden Role of Software in Educational Research - Policy to Practice (Tom Liam Lynch) (2015)
- 2. Introducing Software Studies
- Mobile Learning Design - Theories and Application (Daniel Churchill, Jie Lu, Thomas K.F. Chiu, Bob Fox) (2016)
- 5. Educational Apps Ontology (Michele Notari, Michael Hielscher, Mark King)
- Digitale Medien in der Bildung - Endbericht zum TA-Projekt (Steffen Albrecht, Christoph Revermann) (2016)
- Handbuch Mobile Learning (Claudia de Witt, Christina Gloerfeld) (2018)
- 9. Mobile Learning und Mobile Game-based Learning (Ansgar Gerlicher, Tobias Jordine)
- Schulen für die Zukunft gestalten - Gutachten zur Entwicklung von räumlichen Lehr-Lernsettings für die Stadtmedienzentren Stuttgart und Karlsruhe (Frank Thissen, Richard Stang) (2021)
Co-zitierte Bücher
Problem-based learning
An approach to medical education
(H. Barrows, R. Tamblyn) (1980)Literature Review in Mobile Technologies and Learning
Futurelab Report 11
(Laura Naismith, Peter Lonsdale, Giasemi Vavoula, Mike Sharples) (2006)Förderung von Medienkompetenz im Kindergarten
Eine empirische Studie zu Bedingungen und Handlungsformen der Medienerziehung
(Ulrike Six, Roland Gimmler) (2007)Potenziale, Einsatzszenarien und Perspektiven des Lernens mit mobilen Endgeräten
(Claudia de Witt, Almut Sieber) (2013)Overview and Analysis of 1:1 Learning Initiatives in Europe
(Anja Balanskat, Diana Bannister, Benjamin Hertz, Ester Sigillò, Riina Vuorikari) (2013)Volltext dieses Dokuments
Fun, Play and Games: Artikel als Volltext (: , 124 kByte; : 2021-03-21) | |
True Believers: Artikel als Volltext (: , 63 kByte; : 2021-03-21) | |
Why Education and Training Have Not Changed: Artikel als Volltext (: , 70 kByte; : 2021-03-21) | |
The Games Generations: Artikel als Volltext (: , 86 kByte; : 2021-03-21) | |
The Digital Games-Based Learning Revolution: Artikel als Volltext (: , 71 kByte; : 2021-03-21) |
Bibliographisches
Titel | Format | Bez. | Aufl. | Jahr | ISBN | ||||||
Digital Game-Based Learning | E | Gebunden | - | 1 | 2001 | 0071363440 | |||||
Digital Game-Based Learning | E | PDF-Dokument | - | 1 | 2001 | B0000894JZ | |||||
Digital Game-Based Learning | E | Paperback | - | 1 | 0071454004 |
Beat und dieses Buch
Beat war Co-Leiter des ICT-Kompetenzzentrums TOP während er dieses Buch ins Biblionetz aufgenommen hat. Die bisher letzte Bearbeitung erfolgte während seiner Zeit am Institut für Medien und Schule. Beat besitzt weder ein physisches noch ein digitales Exemplar. Beat hat dieses Buch auch schon in Blogpostings erwähnt.