Language:
English
繁體中文
Help
圖資館首頁
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Games-to-teach or games-to-learnunlo...
~
Chee, Yam San.
Games-to-teach or games-to-learnunlocking the power of digital game-based learning through performance /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Games-to-teach or games-to-learnby Yam San Chee.
Reminder of title:
unlocking the power of digital game-based learning through performance /
Author:
Chee, Yam San.
Published:
Singapore :Springer Singapore :2016.
Description:
xvi, 190 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Simulation games in education.
Online resource:
http://dx.doi.org/10.1007/978-981-287-518-1
ISBN:
9789812875181$q(electronic bk.)
Games-to-teach or games-to-learnunlocking the power of digital game-based learning through performance /
Chee, Yam San.
Games-to-teach or games-to-learn
unlocking the power of digital game-based learning through performance /[electronic resource] :by Yam San Chee. - Singapore :Springer Singapore :2016. - xvi, 190 p. :ill., digital ;24 cm. - Gaming media and social effects,2197-9685. - Gaming media and social effects..
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.
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.
ISBN: 9789812875181$q(electronic bk.)
Standard No.: 10.1007/978-981-287-518-1doiSubjects--Topical Terms:
477282
Simulation games in education.
LC Class. No.: LB1029.S53
Dewey Class. No.: 371.397
Games-to-teach or games-to-learnunlocking the power of digital game-based learning through performance /
LDR
:03016nmm a2200325 a 4500
001
481127
003
DE-He213
005
20160715154418.0
006
m d
007
cr nn 008maaau
008
161007s2016 si s 0 eng d
020
$a
9789812875181$q(electronic bk.)
020
$a
9789812875174$q(paper)
024
7
$a
10.1007/978-981-287-518-1
$2
doi
035
$a
978-981-287-518-1
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
LB1029.S53
072
7
$a
UYQ
$2
bicssc
072
7
$a
COM004000
$2
bisacsh
082
0 4
$a
371.397
$2
23
090
$a
LB1029.S53
$b
C515 2016
100
1
$a
Chee, Yam San.
$3
736936
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
by Yam San Chee.
260
$a
Singapore :
$b
Springer Singapore :
$b
Imprint: Springer,
$c
2016.
300
$a
xvi, 190 p. :
$b
ill., digital ;
$c
24 cm.
490
1
$a
Gaming media and social effects,
$x
2197-9685
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.
650
0
$a
Simulation games in education.
$3
477282
650
0
$a
Educational games.
$3
206594
650
0
$a
Computer games.
$3
235432
650
1 4
$a
Engineering.
$3
210888
650
2 4
$a
Computational Intelligence.
$3
338479
650
2 4
$a
Educational Technology.
$3
276609
650
2 4
$a
Computing Methodologies.
$3
274528
710
2
$a
SpringerLink (Online service)
$3
273601
773
0
$t
Springer eBooks
830
0
$a
Gaming media and social effects.
$3
677145
856
4 0
$u
http://dx.doi.org/10.1007/978-981-287-518-1
950
$a
Engineering (Springer-11647)
based on 0 review(s)
ALL
電子館藏
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
000000120964
電子館藏
1圖書
電子書
EB LB1029.S53 C515 2016
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Multimedia file
http://dx.doi.org/10.1007/978-981-287-518-1
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login