<p>Case-based reasoning means reasoning based on remembering previous experiences. A reasoner using old experiences (cases) might use those cases to suggest solutions to problems, to point out potential problems with a solution being computed, to interpret a new situation and make predictions about
Cases on Digital Game-Based Learning: Methods, Models, and Strategies
✍ Scribed by Nicola Whitton (editor)
- Publisher
- IGI Global
- Year
- 2013
- Tongue
- English
- Leaves
- 627
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
✦ Synopsis
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.
✦ Table of Contents
Editorial Advisory Board
Table of Contents
Foreword
Preface
Section 1: Teaching with Commercial Games
1 “Come Fly with Us”: Playing with Girlhood in the World of Pixie Hollow • Maria Velazquez
2 Using MMORPGs in Classrooms: Stories vs. Teachers as Sources of Motivation • Mete Akcaoglu
3 Are Wii Having Fun Yet? • Christina Badman, Matthew DeNote
4 Beyond Hidden Bodies and Lost Pigs: Student Perceptions of Foreign Language Learning with Interactive Fiction • Joe Pereira
Section 2: Teaching with Educational Games
5 Civilization IV in 7th Grade Social Studies: Motivating and Enriching Student Learning with Constructivism, Content standards, and 21st Century Skills • Solomon Senrick
6 QRienteering: Mobilising the M-Learner with Affordable Learning Games for Campus Inductions • Christopher Horne
7 Enhancing Nutritional Learning Outcomes within a Simulation and Pervasive Game-Based Strategy • Mark McMahon
8 “Sell Your Bargains” or Playing a Mixed-Reality Game to Spice-Up Teaching in Higher Education • Chrissi Nerantzi
Section 3: Designing Games for Learning
9 Medicina: Methods, Models, Strategies • Amanda Müller, Gregory Mathews
10 Strategies for Effective Digital Games Development and Implementation • T. Lim, S. Louchart, N. Suttie, J.M. Ritchie, R.S. Aylett, I. A. Stănescu, I. Roceanu, I. Martinez-Ortiz, P. Moreno-Ger
11 Learning and Teaching as Communicative Actions: Broken Window as a Model of Transmedia Game Learning • Scott J. Warren, Anjum Najmi
Section 4: Learning through Game Design
12 Get Your Head in the Game: Digital Game-Based Learning with Game Maker • Brian Herrig
13 Elements of Game Design: Developing a Meaningful Game Design Curriculum for the Classroom • Danielle Herro
14 Game-Making in a Fourth Grade Art Classroom Using Gamestar Mechanic • Michelle Aubrecht
15 Using Game Design as a Means to Make Computer Science Accessible to Adolescents • Roxana Hadad
Section 5: Games for Teacher Education
16 3D GameLab: Quest-Based Pre-Service Teacher Education • Chris Haskell
17 Preparing Pre-Service Teachers for Game-Based Learning in Schools • Soojeong Lee
18 Death in Rome: Using an Online Game for Inquiry-Based Learning in a Pre-Service Teacher Training Course • Shannon Kennedy-Clark, Vilma Galstaun, Kate Anderson
Section 6: Game-Based Learning in Practice
19 Games, Models, and Simulations in the Classroom: Designing for Epistemic Activities • Terence C. Ahern, Angela Dowling
20 The Role of Animations and Manipulatives in Supporting Learning and Communication in Mathematics Classrooms • Lida J. Uribe-Flórez, Jesús Trespalacios
21 It’s All in How You Play the Game: Increasing the Impact of Gameplay in Classrooms • Shani Reid, Scot Osterweil
22 Challenges of Introducting Serious Games and Virtual Worlds in Educational Curriculum • C. Ribeiro, J. Pereira, C. Calado, C. Ferreira
Section 7: Researching Games and Learning
23 Serious Games for Reflective Learning: Experiences from the MIRROR Project • L. Pannese, M. Prilla, A. Ascolese, D. Morosini
24 Evaluating Games in Classrooms: A Case Study with DOGeometry • Günter Wallner, Simone Kriglstein, Johannes Biba
25 Learning with the Support of a Digital Game in the Introduction to Finance Class: Analysis of the Students’ Perception of the Game’s Ease of Use and Usefulness • M. Romero, M. Usart
26 Racing Academy: A Case Study of a Digital Game for Supporting Students Learning of Physics and Engineering • Richard Joiner, Ioanna Iacovides, Jos Darling, Andy Diament, Ben Drew, John Duddley, Martin Owen, Carl Gavin
Compilation of References
About the Contributors
Index
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