Game-Based Learning and the Power of Play

Game-Based Learning and the Power of Play

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  • Author: Pauline Rooney
  • Publisher: Cambridge Scholars Publishing
  • ISBN: 1443898414
  • Category : Education
  • Languages : en
  • Pages : 275

In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.


Game-based Learning and the Power of Play

Game-based Learning and the Power of Play

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  • Author: Pauline Rooney
  • Publisher:
  • ISBN: 9781443888097
  • Category : Education
  • Languages : en
  • Pages : 260

In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier including associated costs others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning a practice now widely referred to as gamification. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum from early childhood education, through to the corporate sector it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.


The Power of Play in Higher Education

The Power of Play in Higher Education

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  • Author: Alison James
  • Publisher: Springer
  • ISBN: 3319957805
  • Category : Education
  • Languages : en
  • Pages : 377

This book examines the increasing popularity of creativity and play in tertiary learning, and how it can be harnessed to enhance the student experience at university. While play is often misunderstood as something ‘trivial’ and associated with early years education, the editors and contributors argue that play contributes to social and human development and relations at a fundamental level. This volume invalidates the commonly held assumption that play is only for children, drawing together numerous case studies from higher education that demonstrate how researchers, students and managers can benefit from play as a means of liberating thought, overturning obstacles and discovering fresh approaches to persistent challenges. This diverse and wide-ranging edited collection unites play theory and practice to address the gulf in research on this fascinating topic. It will be of interest and value to educators, students and scholars of play and creativity, as well as practitioners and academic leaders looking to incorporate play into the curriculum.


Games-To-Teach or Games-To-Learn

Games-To-Teach or Games-To-Learn

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  • Author: Yam San Chee
  • Publisher: Springer
  • ISBN: 9812875182
  • Category : Technology & Engineering
  • Languages : en
  • Pages : 190

The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.


Active Learning

Active Learning

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  • Author:
  • Publisher: BoD – Books on Demand
  • ISBN: 1803563567
  • Category : Education
  • Languages : en
  • Pages : 298

This book provides theoretical answers, applied methodological models, and didactic experiences that seek to reflect and analyze the potentialities and challenges of the active learning concept in STEAM disciplines and social sciences education. It also contributes to the understanding, intervention, and resolution of contemporary social problems and to the United Nations Sustainable Development Goals through the design, implementation, and evaluation of educational programs that incorporate integrated active learning as one of its explanatory axes.


ECGBL2015-9th European Conference on Games Based Learning

ECGBL2015-9th European Conference on Games Based Learning

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  • Author: Robin Munkvold and Line Kolås
  • Publisher: Academic Conferences and publishing limited
  • ISBN: 1910810584
  • Category : Computers
  • Languages : en
  • Pages : 826


Smart Pedagogy of Game-based Learning

Smart Pedagogy of Game-based Learning

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  • Author: Linda Daniela
  • Publisher: Springer Nature
  • ISBN: 3030769860
  • Category : Education
  • Languages : en
  • Pages : 239

This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning


The Playful Classroom

The Playful Classroom

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  • Author: Jed Dearybury
  • Publisher: John Wiley & Sons
  • ISBN: 1119674484
  • Category : Education
  • Languages : en
  • Pages : 320

Shows teachers how and why they should bring play into the classroom to make learning meaningful, relevant, and fun. Research studies show that all students—young and old, rich and poor, urban and rural—benefit immensely from classrooms filled with art, creativity, and laughter. Fun, playfulness, creative thinking, and individual expression reinforce positive experiences, which in turn lead to more engaged students, better classroom environments, and successful learning outcomes. Designed for K-12 educators, The Playful Classroom describes how teachers can develop a playful mindset for giving students meaningful, relevant and fun learning experiences. This unique real-world guide provides you with everything you need to incorporate engaging, hands-on lessons and creative activities, regardless of the level and subject you teach. Building on contemporary and seminal works on learning theory and play pedagogy, the authors explain how to inspire your students by bringing play. into your classroom. This clear, user-friendly guide supplies practical strategies and effective solutions for adding the missing ingredients to your classroom culture. Access to the authors’ companion website provides videos, learning experiences, and downloadable teaching and learning resources. Packed with relatable humor, proven methods, and valuable insights, this book enables you to: Provide meaningful experiences that will benefit students both in school and later in life Combine the principles of PLAY with traditional curricula to encourage creative learning Promote trust, collaboration, and growth in students Develop a playful mindset for bringing the arts into every lesson Foster critical thinking in any school community The Playful Classroom: The Power of Play for All Ages is a must-have resource for K-12 educators, higher education professionals, and readers looking for education-based professional development and training resources.


The EducatorÕs Guide to Designing Games and Creative Active-Learning Exercises

The EducatorÕs Guide to Designing Games and Creative Active-Learning Exercises

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  • Author: Joe Bisz
  • Publisher: Teachers College Press
  • ISBN: 080778141X
  • Category : Education
  • Languages : en
  • Pages : 289

EveryÊeducator’s imaginative instincts will be guided by this bookÕs practical designÊmethod, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors’ six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors’ extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games.Written in the language of instructional design, so advanced knowledge about games or technology is not required.Provides creative instructional techniques that will boost student engagement for both in-person and online instruction.Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.


Graduate Skills and Game-Based Learning

Graduate Skills and Game-Based Learning

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  • Author: Matthew Barr
  • Publisher: Springer Nature
  • ISBN: 3030277860
  • Category : Education
  • Languages : en
  • Pages : 238

This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.