Games-To-Teach or Games-To-Learn (Record no. 79404)

000 -LEADER
fixed length control field 03984nam a22005415i 4500
001 - CONTROL NUMBER
control field 978-981-287-518-1
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20220801221211.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 150818s2016 si | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9789812875181
-- 978-981-287-518-1
082 04 - CLASSIFICATION NUMBER
Call Number 006.3
100 1# - AUTHOR NAME
Author Chee, Yam San.
245 10 - TITLE STATEMENT
Title Games-To-Teach or Games-To-Learn
Sub Title Unlocking the Power of Digital Game-Based Learning Through Performance /
250 ## - EDITION STATEMENT
Edition statement 1st ed. 2016.
300 ## - PHYSICAL DESCRIPTION
Number of Pages XVI, 190 p. 52 illus., 51 illus. in color.
490 1# - SERIES STATEMENT
Series statement Gaming Media and Social Effects,
505 0# - FORMATTED CONTENTS NOTE
Remark 2 Introduction -- Games-to-teach or games-to-learn: What’s the difference and why it matters -- Theory of game-based learning as performance -- Statecraft X: Learning governance by governing -- Legends of Alkhimia: Engaging in scientific inquiry by being a chemist -- Escape from Centauri 7: Reifying electromagnetic forces through simulation -- Game-based learning and the challenges of school reform -- Conclusion: Future prospects and educational opportunities.
520 ## - SUMMARY, ETC.
Summary, etc 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 educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://doi.org/10.1007/978-981-287-518-1
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Singapore :
-- Springer Nature Singapore :
-- Imprint: Springer,
-- 2016.
336 ## -
-- text
-- txt
-- rdacontent
337 ## -
-- computer
-- c
-- rdamedia
338 ## -
-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- rda
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computational intelligence.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Educational technology.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Artificial intelligence.
650 14 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computational Intelligence.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Digital Education and Educational Technology.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Artificial Intelligence.
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
-- 2197-9693
912 ## -
-- ZDB-2-ENG
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-- ZDB-2-SXE

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