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Beats Biblionetz - Bücher

Digital Game-Based Learning

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Buchcover

iconZusammenfassungen

Digital Game-Based LearningA 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 LearningDigital 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 (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 13.09.2005

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

  • 1. The Digital Games-Based Learning Revolution local web 
  • 2. The Games Generations - How Learners Have Changed local web 
  • 3. Why Education and Training Have Not Changed local web 
  • 5. Fun, Play and Games - What Makes Games Engaging local web 
  • 10. True Believers - Digital Game-Based Learning in The Military local web 

iconDieses Buch erwähnt ...


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

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

Aussagen
KB IB clear
Computerspiele fördern Lernen
Computerspiele fördern Motivation

Begriffe
KB IB clear
attention deficit disorder (ADD)attention deficit disorder, attention deficit hyperactivity disorder (ADHD)attention deficit hyperactivity disorder, Aufmerksamkeit / Fokusattention, Computerspielecomputer game, Fernsehentelevision, Flow-Erlebnis, game-based learninggame-based learning, Geschlechterrollen, Interaktioninteraction, Internetinternet, Kinderchildren, Kreativitätcreativity, Lernenlearning, Militär, Motivationmotivation, Spielgame, Wissenschaftscience
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Bücher
Jahr  Umschlag Titel Abrufe IBOBKBLB
1995  local  Total Digital (Nicholas Negroponte) 9, 5, 11, 8, 17, 2, 4, 11, 2, 6, 1, 61205368344
1997  local  Growing Up Digital (Don Tapscott) 2, 7, 3, 13, 3, 14, 1, 4, 4, 4, 2, 37211936088
2000  local  Der Tipping Point (Malcolm Gladwell) 2, 7, 2, 10, 4, 85, 2, 3, 6, 4, 1, 7193773635

iconDieses Buch erwähnt vermutlich 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.

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icon31 Erwähnungen  Dies ist eine nach Erscheinungsjahr geordnete Liste aller im Biblionetz vorhandenen Werke, die das ausgewählte Thema behandeln.

iconCo-zitierte Bücher

Buchcover

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(Anja Balanskat, Diana Bannister, Benjamin Hertz, Ester Sigillò, Riina Vuorikari) (2013) local web 

iconVolltext dieses Dokuments

Auf dem WWW Fun, Play and Games: Artikel als Volltext (lokal: PDF, 124 kByte; WWW: Link OK 2021-03-21)
Auf dem WWW True Believers: Artikel als Volltext (lokal: PDF, 63 kByte; WWW: Link OK 2021-03-21)
Auf dem WWW Why Education and Training Have Not Changed: Artikel als Volltext (lokal: PDF, 70 kByte; WWW: Link OK 2021-03-21)
Auf dem WWW The Games Generations: Artikel als Volltext (lokal: PDF, 86 kByte; WWW: Link OK 2021-03-21)
Auf dem WWW The Digital Games-Based Learning Revolution: Artikel als Volltext (lokal: PDF, 71 kByte; WWW: Link OK 2021-03-21)

iconBibliographisches Hier finden Sie Angaben um das gewählte Werk zu kaufen oder in einer Bibliothek auszuleihen.

Titel   Format Bez. Aufl. Jahr ISBN          
Digital Game-Based Learning E Gebunden - 1 2001 0071363440 Swissbib Worldcat Bestellen bei Amazon.de Buy it now!
Digital Game-Based Learning E PDF-Dokument - 1 2001 B0000894JZ Swissbib Worldcat Bestellen bei Amazon.de Buy it now!
Digital Game-Based Learning E Paperback - 1 0071454004 Swissbib Worldcat Bestellen bei Amazon.de Buy it now!

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.

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