Digital games and learning : research and theory
By: Whitton, Nicola
Material type:![](/opac-tmpl/lib/famfamfam/BK.png)
Item type | Home library | Call number | Status | Date due | Barcode | Item holds |
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REGULAR | University of Wollongong in Dubai Main Collection | 371.3370285 WH DI (Browse shelf) | Available | T0016395 |
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371.3346754 PO US Using social media in the classroom : | 371.3358 CO LI Live online learning : | 371.337 US IN Using games to enhance learning and teaching : | 371.3370285 WH DI Digital games and learning : | 371.35 CO AR The art of teaching online : | 371.35 GL OB Global challenges and perspectives in blended and distance learning / | 371.358 SA EM E-moderating : |
Includes bibliographical references and index.
Part 1: Introduction Chapter 1 Overview Chapter 2 Evaluating digital games for learning Part 2: Games as active learning environments Chapter 3 Games as meaningful challenges Chapter 4 Games as authentic contexts Chapter 5 Games as social interactions Part 3: Games as motivational tools Chapter 6 Games as engaging events Chapter 7 Games as designed enjoyment Chapter 8 Games as reward mechanisms Part 4: Games as playgrounds Chapter 9 Games as protected play Chapter 10 Games as experimental spaces Chapter 11 Games as other worlds Part 5: Games as learning technologies Chapter 12 Games as interactive systems Chapter 13 Games as digital habitats Chapter 14 Games as multi-sensory experiences Part 6: Conclusion Chapter 15 The future of games and learning.
In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. This book provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.