Comprend des références bibliographiques et un index.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 ...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
There is growing interest in the use of games for educational purposes, particularly with regard to ...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
The book presents a critical evaluation of current approaches related to the use of digital games in...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
Game-based learning is a dynamic field that has recently garnered much interest from different areas...
Because educational games increasingly find their way into the classroom, we aim at outlining potent...
Besides the ability of making learning more interesting, educators and researchers have been explori...
Comprend des références bibliographiques et un index.In recent years, there has been growing interes...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
International audienceIn a context characterized by a growing gap between youth digital culture and ...
In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of ...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
There is growing interest in the use of games for educational purposes, particularly with regard to ...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
The book presents a critical evaluation of current approaches related to the use of digital games in...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
Game-based learning is a dynamic field that has recently garnered much interest from different areas...
Because educational games increasingly find their way into the classroom, we aim at outlining potent...
Besides the ability of making learning more interesting, educators and researchers have been explori...
Comprend des références bibliographiques et un index.In recent years, there has been growing interes...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
International audienceIn a context characterized by a growing gap between youth digital culture and ...
In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of ...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
There is growing interest in the use of games for educational purposes, particularly with regard to ...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...