Guide to Designing Curricular Games e-bog
1167,65 DKK
(inkl. moms 1459,56 DKK)
This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make th...
E-bog
1167,65 DKK
Forlag
Springer
Udgivet
19 oktober 2016
Genrer
Educational psychology
Sprog
English
Format
pdf
Beskyttelse
LCP
ISBN
9783319423937
This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply "e;Alex Trebek (host of Jeopardy) wearing a mask"e;. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.