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Cases on Digital Game-Based Learning

Book Description

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.  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. Cases on Digital Game-Based Learning: Methods, Models, and Strategies

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
  5. Foreword
  6. Preface
  7. Section 1: Teaching with Commercial Games
    1. Chapter 1: “Come Fly with Us”
      1. EXECUTIVE SUMMARY
      2. INTRODUCTION
      3. CASE DESCRIPTION
    2. Chapter 2: Using MMORPGs in Classrooms
      1. EXECUTIVE SUMMARY
      2. OVERALL DESCRIPTION
      3. LITERATURE REVIEW
      4. PRACTICALITIES OF RUNNING THE GAME
      5. TECHNOLOGY COMPONENTS
      6. EVALUATION
      7. CHALLENGES
      8. SUMMARY AND CONCLUSION
    3. Chapter 3: Are Wii Having Fun Yet?
      1. EXECUTIVE SUMMARY
      2. INTRODUCTION
      3. OBTAINING THE EQUIPMENT
      4. OVERVIEW OF NINTENDO WII™ SOFTWARE UTILIZED
      5. ACTION RESEARCH PROJECTS AND BLOG
      6. WII™ BEGAN IN 5TH GRADE
      7. WII™ RESEARCH BEGINS
      8. INTEGER ACTION RESEARCH PRE AND POSTTEST RESULTS
      9. WII™ RESEARCH CONTINUES
      10. RATIO ACTION RESEARCH PRE AND POSTTEST RESULTS
      11. WII™ EXTEND THE LEARNING
      12. WII™ EXPANDED TO MIDDLE SCHOOL
      13. PRACTICALITIES OF RUNNING THE GAMES
      14. WII™ TECHNOLOGY COMPONENTS
      15. EVALUATION
      16. WII™ HAD SOME CHALLENGES
      17. SUMMARY
    4. Chapter 4: Beyond Hidden Bodies and Lost Pigs
      1. EXECUTIVE SUMMARY
      2. OVERALL DESCRIPTION
      3. LITERATURE REVIEW
      4. PRACTICALITIES OF RUNNING THE GAME
      5. TECHNOLOGY COMPONENTS
      6. EVALUATION
      7. CHALLENGES
      8. SUMMARY
  8. Section 2: Teaching with Educational Games
    1. Chapter 5: Civilization IV in 7th Grade Social Studies
      1. EXECUTIVE SUMMARY
      2. OVERALL DESCRIPTION
      3. LITERATURE REVIEW
      4. PRACTICALITIES OF RUNNING THE GAME
      5. TECHNOLOGY COMPONENTS
      6. EVALUATION
      7. CHALLENGES
      8. SUMMARY
      9. APPENDIX A
      10. APPENDIX B
    2. Chapter 6: QRienteering
      1. EXECUTIVE SUMMARY
      2. OVERALL DESCRIPTION
      3. LITERATURE REVIEW
      4. DESIGNING THE GAME
      5. TECHNOLOGY COMPONENTS
      6. PRACTICALITIES OF RUNNING THE GAME
      7. POST PILOT QUESTIONNAIRE RESULTS
      8. EVALUATION
      9. CHALLENGES AND SOLUTIONS
      10. FUTURE DEVELOPMENTS FOR QRIENTEERING
      11. SUMMARY
    3. Chapter 7: Enhancing Nutritional Learning Outcomes within a Simulation and Pervasive Game-Based Strategy
      1. EXECUTIVE SUMMARY
      2. BACKGROUND
      3. LITERATURE REVIEW
      4. PRACTICALITIES OF RUNNING THE GAME
      5. TECHNOLOGY COMPONENTS
      6. EVALUATION
      7. CHALLENGES
      8. SUMMARY
    4. Chapter 8: “Sell Your Bargains” or Playing a Mixed-Reality Game to Spice-Up Teaching in Higher Education
      1. EXECUTIVE SUMMARY
      2. ORGANIZATION BACKGROUND
      3. SETTING THE STAGE
      4. CASE DESCRIPTION
      5. CURRENT CHALLENGES FACING THE ORGANIZATION
      6. SOLUTIONS AND RECOMMENDATIONS
      7. CONCLUSION
  9. Section 3: Designing Games for Learning
    1. Chapter 9: Medicina
      1. EXECUTIVE SUMMARY
      2. OVERALL DESCRIPTION
      3. LITERATURE REVIEW
      4. EVALUATION
      5. CHALLENGES
      6. SUMMARY
    2. Chapter 10: Strategies for Effective Digital Games Development and Implementation
      1. EXECUTIVE SUMMARY
      2. INTRODUCTION
      3. BACKGROUND
      4. PRACTICAL AND TECHNICAL ASPECTS
      5. CASE-STUDY: E-ADVENTURE PLATFORM
      6. DISCUSSION AND CONCLUSION
    3. Chapter 11: Learning and Teaching as Communicative Actions
      1. EXECUTIVE SUMMARY
      2. INTRODUCTION
      3. LITERATURE REVIEW
      4. BROKEN WINDOW INSTRUCTIONAL DESIGN
      5. SUMMARY
  10. Section 4: Learning through Game Design
    1. Chapter 12: Get Your Head in the Game
      1. EXECUTIVE SUMMARY
      2. OVERALL DESCRIPTION
      3. LITERATURE REVIEW
      4. TECHNOLOGY COMPONENTS
      5. CHALLENGES
      6. SUMMARY
    2. Chapter 13: Elements of Game Design
      1. EXECUTIVE SUMMARY
      2. REVIEW OF THE LITERATURE INFLUENCING COURSE PROPOSAL AND DESIGN
      3. A SCHOOL DISTRICT CULTURE SUPPORTING INNOVATION
      4. PRACTICALITIES OF WRITING AND IMPLEMENTING THE CURRICULUM
      5. CURRICULUM DETAILS: TEACHING, LEARNING, ASSESSMENT, AND EVALUATION
      6. CHALLENGES
      7. SUMMARY
    3. Chapter 14: Game-Making in a Fourth Grade Art Classroom Using Gamestar Mechanic
      1. EXECUTIVE SUMMARY
      2. OVERALL DESCRIPTION
      3. PRACTICALITIES OF RUNNING THE GAME
      4. UNDERSTANDING AND ADDRESSING VIOLENCE AND SHOOTING IN GAMES
      5. CONCLUSION
    4. Chapter 15: Using Game Design as a Means to Make Computer Science Accessible to Adolescents
      1. EXECUTIVE SUMMARY
      2. ORGANIZATION BACKGROUND
      3. SETTING THE STAGE
      4. CASE DESCRIPTION
      5. LITERATURE REVIEW
      6. PRACTICALITIES OF RUNNING THE COURSE
      7. TECHNOLOGY COMPONENTS
      8. EVALUATION
      9. CHALLENGES
      10. SOLUTIONS AND RECOMMENDATIONS
      11. SUMMARY
      12. NOTE
  11. Section 5: Games for Teacher Education
    1. Chapter 16: 3D GameLab
      1. EXECUTIVE SUMMARY
      2. INTRODUCTION
    2. Chapter 17: Preparing Pre-Service Teachers for Game-Based Learning in Schools
      1. EXECUTIVE SUMMARY
      2. OVERALL DESCRIPTION
      3. STAGE 1. ANALYZING TEXTBOOK CONTENTS RELATED WITH CONSUMPTION EDUCATION
      4. STAGE 2. FINDING CORRELATIONS BETWEEN CONSUMPTION EDUCATION CONCEPTS AND FARMVILLE
      5. STAGE 3. PREPARING A LESSON PLAN
      6. STAGE 4. LESSON PRACTICE AND DEBRIEFING
      7. STAGE 5. EVALUATION
      8. CHALLENGES
      9. SUMMARY AND CONCLUSION
    3. Chapter 18: Death in Rome
      1. EXECUTIVE SUMMARY
      2. INTRODUCTION
      3. PRE-SERVICE TEACHERS AND GAME-BASED LEARNING
      4. CASE STUDY: PRE-SERVICE TEACHERS AND GAME-BASED INQUIRY LEARNING
      5. CURRICULUM CONTENT AND WORKSHOP DESIGN
      6. SUMMARY
  12. Section 6: Game-Based Learning in Practice
    1. Chapter 19: Games, Models, and Simulations in the Classroom
      1. EXECUTIVE SUMMARY
      2. INTRODUCTION
      3. BACKGROUND
      4. INTEGRATING THE SIMULATION IN THE CLASSROOM
      5. SUMMARY AND CHALLENGES
    2. Chapter 20: The Role of Animations and Manipulatives in Supporting Learning and Communication in Mathematics Classrooms
      1. EXECUTIVE SUMMARY
      2. 1. OVERALL DESCRIPTION
      3. 2. LITERATURE REVIEW
      4. 3. PRACTICALITIES OF RUNNING THE GAME
      5. 4. DETAILS OF USING GAMES FOR TEACHING, LEARNING AND ASSESSMENT
      6. 5. TECHNOLOGY COMPONENTS AND CHALLENGES
      7. 6. SUMMARY
      8. 7. LESSONS LEARNED/TIPS FOR PRACTITIONERS
      9. NOTE
    3. Chapter 21: It’s All in How You Play the Game
      1. EXECUTIVE SUMMARY
      2. OVERALL DESCRIPTION
      3. LITERATURE REVIEW
      4. PRACTICALITIES OF RUNNING THE GAME
      5. EVALUATION
      6. CHALLENGES
      7. SUMMARY
    4. Chapter 22: Challenges of Introducting Serious Games and Virtual Worlds in Educational Curriculum
      1. EXECUTIVE SUMMARY
      2. INTRODUCTION
      3. SETTING THE STAGE
      4. CASE DESCRIPTION
  13. Section 7: Researching Games and Learning
    1. Chapter 23: Serious Games for Reflective Learning
      1. EXECUTIVE SUMMARY
      2. 1. THE MIRROR PROJECT: SCENARIO AND THEORETICAL FRAMEWORK
      3. 2. THE CLinIC SERIOUS GAME: EXPERIENCES FROM THE MIRROR PROJECT
      4. 3. SERIOUS GAMES AS A BASIS AND TRIGGER FOR REFLECTION: DE-BRIEFING GAME EXPERIENCES
      5. 4. SUMMARY
    2. Chapter 24: Evaluating Games in Classrooms
      1. EXECUTIVE SUMMARY
      2. OVERALL DESCRIPTION
      3. LITERATURE REVIEW
      4. GAME DESIGN
      5. PRACTICALITIES OF RUNNING THE GAME AND TECHNOLOGY COMPONENTS
      6. DEVELOPMENT AND EVALUATION PROCESS
      7. CHALLENGES
      8. SUMMARY
    3. Chapter 25: Learning with the Support of a Digital Game in the Introduction to Finance Class
      1. EXECUTIVE SUMMARY
      2. OVERALL DESCRIPTION
      3. PRACTICALITIES OF RUNNING THE GAME
      4. USING GAMES FOR TEACHING, LEARNING, AND ASSESSMENT
      5. TECHNOLOGY COMPONENTS
      6. CHALLENGES
      7. NOTE
    4. Chapter 26: Racing Academy
      1. EXECUTIVE SUMMARY
      2. INTRODUCTION
      3. PRACTICALITIES OF RUNNING RACING ACADEMY
      4. DETAILS OF USING RACING ACADEMY FOR TEACHING AND LEARNING
      5. EVALUATION
      6. LESSONS LEARNED
      7. CONCLUSION
  14. Compilation of References
  15. About the Contributors