Buch, Englisch, Band 2, 224 Seiten, Format (B × H): 155 mm x 231 mm, Gewicht: 340 g
Buch, Englisch, Band 2, 224 Seiten, Format (B × H): 155 mm x 231 mm, Gewicht: 340 g
Reihe: Gaming Ecologies and Pedagogies Series
ISBN: 978-90-04-38880-2
Verlag: Brill
We live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant.
Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Pädagogik Pädagogik
- Mathematik | Informatik EDV | Informatik EDV & Informatik Allgemein E-Learning
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik E-Learning, Bildungstechnologie
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik Methoden des Lehrens und Lernens
Weitere Infos & Material
Foreword
James Paul Gee
Preface
Acknowledgements
List of Illustrations
Notes on Contributors
Introduction: Scandinavian Perspectives
Hans Christian Arnseth, Thorkild Hanghøj, Thomas Duus Henriksen, Morten Misfeldt, Robert Ramberg and Staffan Selander
Part 1: Designs in Learning
1. Digital Games and Simulations for Learning
Staffan Selander, Victor Lim Fei, Mats Wiklund and Uno Fors
2. Unpacking the Domains and Practices of Game-Oriented Learning
Thorkild Hanghøj, Morten Misfeldt, Jeppe Bundsgaard and Simon Skov Fougt
3. Game-Based Learning in the Dialogical Classroom: Videogames for Collaborative Reasoning about Morality and Ethics in Citizenship Education
Filipa de Sousa
4. Designing for Increased Participation by Using Game-Informed Learning and Role Play: Pupils as Co-Researchers in a Study on Democracy
Johanna Öberg
5. Stories about History: Exploring Central Elements When Students Design Game Narratives
Kristine Øygardslia
Part 2: Designs for Learning
6. A Theory of Play Dynamics
Jari Due Jessen and Carsten Jessen
7. Games as Tools for Dialogic Teaching and Learning: Outlining a Pedagogical Model for Researching and Designing Game-Based Learning Environments
Hans Christian Arnseth, Thorkild Hanghøj and Kenneth Silseth
8. Learning and Design Processes in a Gamified Learning Design: Students Creating Curriculum-Based Digital Learning Games
Charlotte Lærke Weitze
9. Designing with Teachers: Contrasting Teachers’ Experiences of the Implementation of a Gamified Application for Foreign Language Learners
Caroline Cruaud
10. Group Processes in Learning Games for Adults
Thomas Duus Henriksen
11. Motivated Learning through Production-Oriented Game Development
Henrik Schoenau-Fog, Lise Busk Kofoed, Lars Reng and Olga Timcenko
Index