Download Learning with Digital Games: A Practical Guide to Engage by Nicola Whitton PDF

By Nicola Whitton

Written for better schooling instructing and studying pros, studying with electronic video games presents an obtainable, hassle-free creation to the sector of machine game-based studying. brand new with present traits and the altering studying wishes of today’s scholars, this article deals pleasant advice, and is exclusive in its specialize in post-school schooling and its pragmatic view of using computing device video games with adults. studying with electronic video games allows readers to speedy take hold of useful and technological thoughts, utilizing examples which may simply be utilized to their very own educating. The ebook assumes no past technical wisdom yet publications the reader step by step throughout the theoretical, functional and technical issues of utilizing electronic video games for studying. actions all through advisor the reader during the technique of designing a video game for his or her personal perform, and the publication additionally bargains: A toolkit of guidance, templates and checklists. Concrete examples of alternative varieties of game-based studying utilizing six case reviews. Examples of video games that exhibit lively and experiential studying useful examples of academic video game layout and improvement. This expert advisor upholds the sound recognition of the Open and versatile studying sequence, is grounded in idea and heavily hyperlinks examples from perform. better schooling teachers, e-learning practitioners, builders and coaching pros in any respect technical ability degrees and adventure will locate this article is the ideal source for explaining "how to" combine desktop video games into their instructing perform. A spouse site is out there and gives up to date technological info, extra assets and extra examples.

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Extra info for Learning with Digital Games: A Practical Guide to Engage Students in Higher Education (Open and Flexible Learning Series)

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I discuss first my conception of the term digital games for learning. I show how this definition came about by drawing on the views of researchers and practitioners in the field, and consider other ‘game-like’ activities in relation to education. In the final section I discuss the ways in which game characteristics can be applied to learning. Defining Digital Games for Learning As the starting point for this book I thought it would be useful to discuss exactly what I mean by digital games in this context.

Interaction is also an essential component of learning, providing a mechanism for learners to identify misconceptions and test and modify their understandings. The provision of feedback is key, for without an identification of errors and areas for improvement it is difficult for individuals to expand their knowledge, improve their skills or see issues from different perspectives. Learning from other people through mentoring, discussion and group work is also an important part of learning in higher education.

Competition 32 • Theory may act as a motivator for many students, but may also put unnecessary pressure on others, and from my own experience may act as a demotivational factor for some students who feel that they cannot compete (however, I do recognize that the implementation of any assessment system where marks or grades are comparative and made public will inevitably generate a competitive environment for students). Johnson and Johnson (1989) argue that cooperation is preferable to competition or the efforts of one person alone in many learning and work situation, but also highlight situations in which competition supports learning, such as when it is between groups rather than individuals.

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