Download Choosing and Using Digital Games in the Classroom: A by Katrin Becker PDF

By Katrin Becker

This booklet offers an in-depth review of the makes use of of electronic video games in schooling, from K-12 up via post-secondary. starting with a glance on the background of video games in schooling and the context for electronic video games, this publication publications readers via quite a few equipment of significant online game implementation, together with the Magic Bullet version, which specializes in the player's standpoint of the sport adventure. The e-book additionally comprises equipment of measuring the consequences of video games in schooling and suggestions on developing electronic game-based studying lesson plans.

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Additional resources for Choosing and Using Digital Games in the Classroom: A Practical Guide

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For now, let’s look at the role that games have played in education. It is useful at this point to make a distinction between learning and education. Learning and education are two related but distinct terms. Learning happens all the time. It is what we as humans do. We can learn things that are good for us and bad for us, and we can learn things that are useful and useless. Education, on the other hand, is a culturally and societally defined entity. It is a subset of learning, to be sure, but education is value laden, while learning need not be.

Another piece of this puzzle is provided by the Canadian cognitive neuroscientist Merlin Donald. According to Donald (2001) human cognition developed in four stages: Episodic culture which is where the apes still are (episodic culture is one that lives “in the moment”). 1. Mimetic culture (see next paragraph) which is a pivotal for cultural development1 and includes symbolic communication involving mimesis. Mythic culture which is narrative and includes oral language, rituals, and cave paintings, and finally, where we are now.

3 Categories of learning theories to form a functional guide. The goal is to provide a way to think about learning theories that is not too onerous so that they can be applied to the ways in which games can foster learning. This section will briefly explain each of the theories in Fig. 4, and outline how it connects to DGBL. Let’s first look at the major categories and how they differ. Behaviorism and humanism can in some sense be seen as representing opposite ends of a spectrum or as opposing sides of a coin.

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