Digital Game-Based Learning

Marc Prensky

  • 出版商: McGraw-Hill Education
  • 出版日期: 2000-12-12
  • 售價: $1,070
  • 貴賓價: 9.5$1,017
  • 語言: 英文
  • 頁數: 442
  • 裝訂: Hardcover
  • ISBN: 0071363440
  • ISBN-13: 9780071363440
  • 相關分類: 遊戲開發設計商業管理類
  • 下單後立即進貨 (約5~7天)

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商品描述

Recognizing that people respond more effectively to speed, fun and graphics, Prensky’s revolutionary approach melds the engagement of fast-paced video games with serious business content to create better and more engaging training.


Digital Game-Based Learning expands on his technique by explaining what digital game-based learning is, why it is different and better, why it’s not just another fad, where it can be used, and how to implement it. Brimming with case studies based on on-site visits to companies who have already successfully utilized this revolutionary training methodology, readers will discover new ways to better motivate and educate.


A Web site — www.twitchspeed.com — linked to the guide will bring together the various people and companies involved in the game-based learning field and become a forum for the exchange of ideas.

    

   Part One: Introduction / Background.
    1. The Digital Game-Based Learning Revolution.
    2. The Games Generations: How Learners Have Changed.
    3. Why Education and Training Have Not Changed.
    4. Digital Game-Based Learning: New Hope for Learner-Centered Training and Education.
   Part Two: How Games Teach and Why They Work.
    5. Fun, Play and Games: What Makes Games Engaging?.
    6. Digital Game-Based Learning: Why and How It Works.
    7. Digital Game-Based Learning for Kids and Students: Edutainment.
    8. Digital Game-Based Learning for Adults.
   Part Three: What Leading Organizations are Doing.
    9. Digital Game-Based Learning in Business: 41 Examples and Case Studies, from the Incredibly Simple to the Amazingly Complex.
    10. True Believers: Digital Game-Based Learning in the Military.
   Part Four: Implementation.
    11. Bringing Digital Game-Based Learning into Your Organization.
    12. The Roles of Teachers and Trainers in Digital Game-Based Learning: Digital Game-Based Instruction.
    13. Convincing Management and Getting the Bucks: Making the Business Case for Digital Game-Based Learning.
    14. Evaluating Effectiveness: Does It Work?.
    15. So You Have an Idea...
    16. The Future: Where Do We Go from Here?.

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