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Digital Game-Based Learning



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)
Ingrid SchönwaldPrensky 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 ( 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.
Von Ingrid Schönwald, erfasst im Biblionetz am 13.09.2005

iconKapitel  Unter den anklickbaren Kapiteln finden Sie Informationen über einzelne Teile des gewählten Werks.

  • 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    

icondieses Buch erwähnt ...

KB IB clear
Malcolm Gladwell, Alan Kay, Marshall McLuhan, Nicholas Negroponte, Don Tapscott

KB IB clear
Wie funktioniert Lernen?How does learning work?

KB IB clear
Computerspiele fördern Lernen
Computerspiele fördern Motivation

KB IB clear
attention deficit disorder (ADD)attention deficit disorder, attention deficit hyperactivity disorder (ADHD)attention deficit hyperactivity disorder, Aufmerksamkeitattention, Computerspielecomputer game, Fernsehentelevision, Flow-Erlebnis, game-based learninggame-based learning, Geschlechterrollen, Interaktioninteraction, Internetinternet, Kinderchildren, Kreativitätcreativity, Lernenlearning, Militär, Motivationmotivation, Spielgame, Wissenschaftscience
Jahr  Umschlag Titel Abrufe IBOBKBLB
1995    Total Digital (Nicholas Negroponte) 7, 5, 13, 18, 10, 13, 20, 13, 14, 9, 7, 1811352187746
1997  Growing Up Digital (Don Tapscott) 7, 11, 13, 9, 6, 13, 11, 9, 14, 11, 5, 1565118155615
2000    Der Tipping Point (Malcolm Gladwell) 5, 1, 7, 5, 5, 8, 13, 6, 10, 17, 9, 361737363098

icondieses Buch  erwähnt nicht ... Eine statistisch erstelle Liste von nicht erwähnten (oder zumindest nicht erfassten) Begriffen, die aufgrund der erwähnten Begriffe eine hohe Wahrscheinlichkeit aufweisen, erwähnt zu werden.

iconEinträge in Beats Blog


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icon28 Erwähnungen  Dies ist eine nach Erscheinungsjahr geordnete Liste aller im Biblionetz vorhandenen Werke, die das ausgewählte Thema behandeln.

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Problem-based learning

An approach to medical education

(H. Barrows, R. Tamblyn) (1980)


Kinder im Sog der modernen Medien

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Handbuch für Wissenschaft und Praxis

(Ludwig J. Issing, Paul Klimsa) (2008)

Die Computerspieler

Studien zur Nutzung von Computergames

(Thorsten Quandt, Jeffrey Wimmer, Jens Wolling) (2007)   

Literature Review in Mobile Technologies and Learning

Futurelab Report 11

(Laura Naismith, Peter Lonsdale, Giasemi Vavoula, Mike Sharples) (2006)    

Motivation und Handeln

(Jutta Heckhausen, Heinz Heckhausen) (2010)   

Förderung von Medienkompetenz im Kindergarten

Eine empirische Studie zu Bedingungen und Handlungsformen der Medienerziehung

(Ulrike Six, Roland Gimmler) (2007)    

Mobile Learning

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)    

iconVolltext dieses Dokuments

LokalAuf dem WWW Fun, Play and Games: Artikel als Volltext (lokal: PDF, 124 kByte; WWW: Link OK 2019-10-11)
LokalAuf dem WWW True Believers: Artikel als Volltext (lokal: PDF, 63 kByte; WWW: Link OK 2019-10-11)
LokalAuf dem WWW Why Education and Training Have Not Changed: Artikel als Volltext (lokal: PDF, 70 kByte; WWW: Link OK 2019-10-11)
LokalAuf dem WWW The Games Generations: Artikel als Volltext (lokal: PDF, 86 kByte; WWW: Link OK 2019-10-11)
LokalAuf dem WWW The Digital Games-Based Learning Revolution: Artikel als Volltext (lokal: PDF, 71 kByte; WWW: Link OK 2019-10-11)

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Titel FormatBez.Aufl.Jahr ISBN      
Digital Game-Based LearningEGebunden-120010071363440SwissbibWorldcatBestellen bei Amazon.deBuy it now!Bestellen bei
Digital Game-Based LearningEPDF-Dokument-12001B0000894JZSwissbibWorldcatBestellen bei Amazon.deBuy it now!Bestellen bei
Digital Game-Based LearningEPaperback-10071454004SwissbibWorldcatBestellen bei Amazon.deBuy it now!Bestellen bei

iconBeat 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.

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