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Digital game-based learning

Author: Marc Prensky
Publisher: New York : McGraw-Hill, ©2001.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Database:WorldCat
Summary:
A mixture of fast-paced video games and serious business content, game-based learning is being used to create more engaging training programs. Using case studies, this guide explains what digital game-based learning is, where it can be used and how to implement it.
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Prensky, Marc.
Digital game-based learning.
New York : McGraw-Hill, ©2001
(DLC) 00049615
(OCoLC)45103043
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Marc Prensky
ISBN: 0071420460 9780071420464 1280300817 9781280300813
OCLC Number: 51796809
Reproduction Notes: Electronic reproduction. [S.l.] : HathiTrust Digital Library, 2010. MiAaHDL
Description: 1 online resource (xv, 442 pages) : illustrations
Details: Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.
Contents: The Digital Game-Based Learning Revolution --
Fun at Last! --
The Opportunities in the Digital Game-Based Learning Revolution --
Primary Learning--Not Just for Review --
The Monkey Wrench Conspiracy: How to Get 3 Million Engineers to Learn (and Like It) --
In Sider: How to Be Sure the People Who Audit the Books Get it Right (and Like It!) --
The Promise of Digital Game-Based Learning --
The Key Messages --
The Games Generations: How Learners Have Changed --
How Learners Have Changed --
But Do they Really Think Differently? --
Digital Media: A Second Language --
Different from TV: Manipulating versus Watching --
So What About Attention Spans? --
Reflection: The Disappearing Skill? --
10 Ways the Games Generation Is Different --
Why Education and Training Have Not Changed --
Content-Centered versus Learner-Centered Approaches --
AFTRB --
Tell-Test --
The Linear/Logical Approach --
A Brief History of Learning and Technology --
The Great "How Do People Learn?" Debate --
Instructional Design--Helping Or Hurting? --
The Role of Practice --
So Why Is Change So Difficult? --
Digital Game-Based Learning: New Hope for Learner-Centered Training and Education --
Learner-Centered Education --
Learning Technologies--A Double-Edged Sword --
Enormous Potential --
Toward a Learner-Centered Environment: What If the Training and Education World Were Like the Games World? --
Motivating Today's Learners --
Potential Learning Motivators --
How Games Teach and why They Work --
Fun, Play and Games: What Makes Games Engaging? --
Fun--The Great Motivator.
Responsibility: Marc Prensky.

Abstract:

A mixture of fast-paced video games and serious business content, game-based learning is being used to create more engaging training programs. Using case studies, this guide explains what digital game-based learning is, where it can be used and how to implement it.

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