Download Choosing and Using Digital Games in the Classroom: A by Katrin Becker PDF

By Katrin Becker

This booklet offers an in-depth evaluate of the makes use of of electronic video games in schooling, from K-12 up via post-secondary. starting with a glance on the historical past of video games in schooling and the context for electronic video games, this ebook courses readers via quite a few tools of significant video game implementation, together with the Magic Bullet version, which specializes in the player's standpoint of the sport adventure. The publication additionally contains tools of measuring the consequences of video games in schooling and information on developing electronic game-based studying lesson plans.

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By Katrin Becker

This booklet offers an in-depth evaluate of the makes use of of electronic video games in schooling, from K-12 up via post-secondary. starting with a glance on the historical past of video games in schooling and the context for electronic video games, this ebook courses readers via quite a few tools of significant video game implementation, together with the Magic Bullet version, which specializes in the player's standpoint of the sport adventure. The publication additionally contains tools of measuring the consequences of video games in schooling and information on developing electronic game-based studying lesson plans.

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Extra info for Choosing and Using Digital Games in the Classroom: A Practical Guide

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This is a much narrower definition of simulation than that accepted by the computer simulation community, who define simulation as a computer implementation of a mathematical or an abstract model. The requirement of reality is not present, and as we shall see, this seemingly small difference can have a profound effect. In education, simulation games are usually role-playing games, where the chief focus is on the interactions of the players (Dorn, 1989). Both business games and educational simulation games have had an influence on attitudes towards the use of digital games in education.

1). The traditional associations with the white Yang character are thought to be active and masculine while black Yin character is thought to be feminine and passive. While these stereotypes don’t really apply to teaching and learning, the notion that both sides complement each other in a way that makes the whole greater than the sum of the parts is quite useful. It underlines the fact that teaching and learning are equally important parts of a greater whole while at the same time reminding us that the theoretical underpinnings are different.

Another piece of this puzzle is provided by the Canadian cognitive neuroscientist Merlin Donald. According to Donald (2001) human cognition developed in four stages: Episodic culture which is where the apes still are (episodic culture is one that lives “in the moment”). 1. Mimetic culture (see next paragraph) which is a pivotal for cultural development1 and includes symbolic communication involving mimesis. Mythic culture which is narrative and includes oral language, rituals, and cave paintings, and finally, where we are now.

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