Saturday 13 June 2020

12 Keen Books On The Importance Of Game-Based Learning

There is currently a heated news inwards the USA some the in all likelihood purpose of video games inwards promoting a civilization of violence, a contentious news triggered past times Trump’s tweet. And without going into this fruitless polarized form of debates, games (including video games) are of import pedagogical elements that tin dismiss aid students thrive academically inwards schoolhouse too exterior school. Backing upwardly this declaration is a collection of scholarly query papers too books that clearly highlight the importance of gaming inwards the 21st century learning. We accept compiled these resources into the next listing too invite yous to cheque them out too portion amongst us your feedback inwards our social media websites.
Links to the books are nether the visual

There is currently a heated news inwards the USA some the in all likelihood purpose of vi 12 Great Books on The Importance of Game-based Learning
1- What Video Games Have to Teach Us About Learning too Literacy, past times James Paul Gee
“James Paul Gee begins his classic mass amongst "I desire to beak close video games--yes, fifty-fifty vehement video games--and say some positive things close them." With this unproblematic but explosive statement, i of America's most well-respected educators looks seriously at the skilful that tin dismiss come upwardly from playing video games.”

2- Reality Is Broken: Why Games Make Us Better too How They Can Change the World, past times Jane McGonigal
“In this groundbreaking book, Jane shows how nosotros tin dismiss leverage the ability of games to make what is incorrect amongst the existent world-from social problems similar depression too obesity to global issues similar poverty too climate change-and introduces us to cutting-edge games that are already changing the business, education, too nonprofit worlds.”

3- Good Video Games too Good Learning: Collected Essays on Video Games, Learning too Literacy, past times James Paul Gee
“This mass discusses a broad arrive at of topics concerning video games, learning too literacy. These include the ways games tin dismiss hook upwardly amongst pleasure, learning too mastery through the feel of ownership, way too command players savor when gaming, equally good equally controversial issues surrounding games. The mass explores relationships betwixt values, identity, content too learning, too focuses on how to empathise too explicate many immature people’s differential experiences of learning inwards gaming too schooling respectively.”

4- Don't Bother Me Mom--I'm Learning, past times Marc Prensky
“Marc Prensky presents the case—profoundly counter-cultural but truthful nevertheless—that video too estimator game playing, inside limits, is truly really beneficial to today's "Digital Native" kids, who are using them to gear upwardly themselves for life inwards the 21st century. The ground kids are too then attracted to these games, Prensky says, is that they are learning close of import "future" things, from collaboration, to prudent opportunity taking, to strategy formulation too execution, to complex moral too ethical decisions.”

5- Video Games too Learning: Teaching too Participatory Culture inwards the Digital Age, past times Kurt Squire
“ This accessible mass describes how educators too curriculum designers tin dismiss harness the participatory nature of digital media too play. The author presents a comprehensive model of games too learning that integrates analysis of games, games cultures, too educational game design. Building on over 10 years of research, Kurt Squire tells the story of the emerging plain of immersive digitally mediated learning environments (or games) too outlines the hereafter of education.”

6- Games, Learning, too Society: Learning too Meaning inwards the Digital Age, past times Constance Steinkuehler (Editor), Kurt Squire Ph.D. (Editor), Sasha Barab Ph.D. (Editor)
“This mass is the foremost reader on videogames too learning of its kind. Covering game design, game culture, too games equally 21st century pedagogy, it demonstrates the depth too breadth of scholarship on games too learning to date. The chapters stand upwardly for some of the most influential thinkers, designers, too writers inwards the emerging plain of games too learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, too others”

7- How to Do Things amongst Videogames, by Ian Bogost
“Bogost, a leading scholar of videogames too an award-winning game designer, explores the many ways estimator games are used today: documenting of import historical too cultural events; educating both children too adults; promoting commercial products; too serving equally platforms for art, pornography, exercise, relaxation, pranks, too politics. Examining these applications inwards a serial of short, inviting, too provocative essays, he argues that together they brand the medium broader, richer, too to a greater extent than relevant to a wider audience.”

8- Digital Games too Learning: Research too Theory, past times Nicola Whitton
“Digital Games too Learning: Research too Theory provides a clear too concise critical theoretical overview of the plain of digital games too learning from a cross-disciplinary perspective. Taking into line organisation human relationship query too theory from areas equally varied equally estimator science, psychology, education, neuroscience, too game design, this mass aims to synthesise run that is relevant to the report of games too learning. It focuses on 4 aspects of digital games: games equally active learning environments, games equally motivational tools, games equally playgrounds, too games equally learning technologies, too explores each of these areas inwards detail.”

9- Gaming Lives inwards the Twenty-First Century: Literate Connections, past times Gail E. Hawisher (Editor), Cynthia L. Selfe (Editor)
“Gaming Lives explores the complexly rendered human relationship betwixt estimator gaming environments too literacy evolution past times focusing on in-depth instance studies of estimator gamers inwards the USA at the start of the twenty-first century. This mass examines the claim that estimator games tin dismiss furnish improve literacy too learning environments than U.S. schools. Using the words too observations of private gamers, this mass offers historical too cultural analyses of their literacy development, practices, too values.”

10- Everything Bad is Good for You: How Today's Popular Culture is Actually Making Us Smarter, past times Steven Johnson 
“ In this provocative, unfailingly intelligent, thoroughly researched, too surprisingly convincing big thought book, Steven Johnson draws from fields equally various equally neuroscience, economics, too media theory to debate that the popular civilization nosotros soak inwards every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing to a greater extent than sophisticated amongst each passing year, and, far from rotting our brains, is truly posing novel cognitive challenges that are truly making our minds measurably sharper.”

11- Gamify: How Gamification Motivates People to Do Extraordinary Things, past times Brian Burke
“Gamify shows gamification inwards action: equally a powerful approach to engaging too motivating people to achieving their goals, piece at the same fourth dimension achieving organizational objectives. It tin dismiss locomote used to motivate people to alter behaviors, prepare skills, too crusade innovation. “

12- The Gamification of Learning too Instruction: Game-based Methods too Strategies for Training too Education. By Karl M. Kapp
“"Kapp argues convincingly that gamification is non simply close adding points, levels too badges to an eLearning program, but close fundamentally rethinking learning design. He has set together a bright primer for learning professionals on how to gamify learning, packed amongst useful advice too examples." —Anders Gronstedt, president, Gronstedt Group”.

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