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New Pedagogical Approaches in Game Enhanced Learning

Book Description

Digital games continue to enable innovative learning in the classroom, however, its implementation into the educational system requires a fundamental approach to achieve its greatest level of effectiveness. New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration addresses the major challenges associated with adopting digital games into a standard curriculum. By providing fresh perspectives from current practitioners in the education field, this publication serves as a guide for successfully implementing game learning and provides a valuable reference for educators, professionals, and even parents.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
    2. List of Reviewers
  5. Preface
  6. Chapter 1: Game-Enhanced Learning
    1. ABSTRACT
    2. INTRODUCTION: SERIOUS GAMES AND THE FUTURE OF LEARNING
    3. SERIOUS GAMES AND THE 21ST CENTURY SKILLS
    4. FROM GAME-BASED LEARNING TO GAME-ENHANCED LEARNING
    5. INTEGRATING SERIOUS GAMES IN LEARNING CONTEXTS
    6. HOW TO IMPLEMENT SERIOUS GAMES IN THE CURRICULUM
    7. FINAL REFLECTIONS ON SERIOUS GAMES AND CURRICULUM INTEGRATION
  7. Chapter 2: Games in Entrepreneurship Education to Support the Crafting of an Entrepreneurial Mindset
    1. ABSTRACT
    2. INTRODUCTION
    3. ENTREPRENEURSHIP: AN INSTRUMENT OR AN APPROACH TO LIFE?
    4. THE ENTREPRENEURSHIP GAME
    5. CONCLUDING DISCUSSION AND FUTURE RESEARCH
  8. Chapter 3: Games in Higher Education
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. GAME-ENHANCED LEARNING: THE CHALLENGES OF ADOPTION AND CURRICULUM INTEGRATION
    5. FUTURE RESEARCH DIRECTIONS
    6. CONCLUSION
  9. Chapter 4: A Perspective on Games and Patterns
    1. ABSTRACT
    2. INTRODUCTION
    3. GAMES AND PATTERNS IN THE CURRICULUM OF MATHEMATICS EDUCATION
    4. THE RELATIONSHIP BETWEEN GAMES AND PATTERNS
    5. CONCLUSION
    6. IMPLICATIONS ON THE CURRICULUM
  10. Chapter 5: Game-Based Teaching
    1. ABSTRACT
    2. INTRODUCTION
    3. GAME SCENARIOS
    4. 1ST CHALLENGE: GAMING VS. SCHOOLING
    5. 2ND CHALLENGE: GAME-BASED TEACHER ROLES
    6. 3RD CHALLENGE: INTEGRATING PEDAGOGICAL APPROACHES
    7. THE FUTURE OF GAME-BASED TEACHING
    8. CONCLUSION
  11. Chapter 6: Teachers and Students as Game Designers
    1. ABSTRACT
    2. INTRODUCTION
    3. DEVELOPMENT OF EDUCATIONAL GAMES
    4. EDUCATIONAL GAME DESIGN
    5. TEACHERS AS GAME DESIGNERS
    6. STUDENTS AS GAMES DESIGNERS
    7. CONCLUSION
  12. Chapter 7: Integrating Games into the Classroom
    1. ABSTRACT
    2. INTRODUCTION
    3. CASE STUDIES
    4. FUTURE RESEARCH DIRECTIONS
    5. CONCLUSION
  13. Chapter 8: A Design Framework for Educational Exergames
    1. ABSTRACT
    2. INTRODUCTION
    3. EXERGAMES AND BODILY INTERACTION
    4. TOWARDS A DESIGN FRAMEWORK FOR EDUCATIONAL EXERGAMES
    5. EDUCATIONAL EXERGAME FRAMEWORK AS A DESIGN TOOL
    6. CONCLUSION
  14. Chapter 9: Integrating Game-Enhanced Mathematics Learning into the Pre-Service Training of Teachers
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. CASE DESCRIPTION
    5. DISCUSSION
    6. FUTURE RESEARCH DIRECTIONS
    7. CONCLUSION
  15. Chapter 10: Using the Sims 3 for Narrative Construction in Secondary Education
    1. ABSTRACT
    2. INTRODUCTION
    3. VIDEO GAMES AND NEW LITERACIES IN THE DIGITAL SOCIETY: A NEW APPROACH TO CURRICULAR CONTENTS
    4. APPROACHING DIGITAL LITERACIES IN THE CLASSROOM
    5. ENHANCING THE PROCESS OF NARRATIVE BUILDING THROUGH THE SOCIAL SIMULATION VIDEO GAME THE SIMS 3
    6. CONCLUDING REMARKS
  16. Chapter 11: The Impact of International Management on Inclusion of Persons with Disabilities in the Workforce
    1. ABSTRACT
    2. INTRODUCTION
    3. EDUCATION
    4. SOLUTIONS AND RECOMMENDATIONS
    5. CONCLUSION AND FUTURE RESEARCH DIRECTIONS
  17. Chapter 12: Games in Higher Education
    1. ABSTRACT
    2. INTRODUCTION
    3. MEDICAL EDUCATION
    4. SIMULATIONS, SERIOUS GAMES AND DIGITAL STORYTELLING IN MEDICAL EDUCATION
    5. INTEGRATION OF SERIOUS GAMES IN MEDICAL EDUCATION
    6. CONCLUSION
  18. Chapter 13: Time Factor in the Curriculum Integration of Game-Based Learning
    1. ABSTRACT
    2. THE TIME FACTOR IN EDUCATION
    3. THE TIME FACTOR IN GAME BASED LEARNING
    4. CONSIDERATIONS FOR GAME AND INSTRUCTIONAL DESIGNERS, TEACHERS, AND LEARNERS
    5. TEACHING WITH GAMES: RECOMMENDATIONS FOR TEACHERS AND PRACTITIONERS
  19. Compilation of References
  20. About the Contributors