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All India Institute of Speech and Hearing, Mysuru
(An Autonomous institute Under Ministry of Health and Family Welfare, Government of India.)

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Using games to enhance learning and teaching : a beginner's guide / edited byNicola Whitton, Alex Moseley.

Contributor(s): Material type: TextPublication details: New York : Routledge, 2012.Description: xv, 210 p. : ill. ; 24 cmISBN:
  • 9780415897723
Subject(s): DDC classification:
  • 371.33/7 23
LOC classification:
  • LB1029.G3 U75 2012
Other classification:
  • 371.337 WHI M
Contents:
Part I: Background Chapter 1 Introduction Alex Moseley and Nicola Whitton Chapter 2 Good game design is good learning design Nicola Whitton Part II: Applying game principles to education Chapter 3 Challenge: Levelling up Nicola Whitton Chapter 4 Community: The Wisdom of Crowds Michelle A. Hoyle and Alex Moseley Chapter 5 Narrative: Let me tell you a story Nicola Whitton and Dave White Chapter 6 Competition: Playing to win? Alex Moseley Chapter 7 Multiple media: A picture is worth a thousand words Peter Whitton Part III: Creating games for learning Chapter 8 Authentic contextual games for learning Simon Brookes and Alex Moseley Chapter 9 Mapping games to curricula Alex Moseley and Rosie Jones Chapter 10 Assessment and games Alex Moseley Chapter 11 Designing low-cost games for learning Nicola Whitton and Alex Moseley Part IV: Games in Practice Chapter 12 Developing Alternate Reality Games for learning Katie Piatt Chapter 13 Evaluating Immersive Virtual Environments for learning Sarah Smith-Robbins Chapter 14 Alternate Reality Games and Literature Danielle Barrios-O'Neill and Alan Hook Part V: Conclusions Chapter 15 Conclusions Nicola Whitton and Alex Mos
Summary: "Despite growing interest in digital game-based learning and teaching, such as alternate reality games and virtual worlds, until now most teachers have lacked the resources and technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, require high-end technology, and are difficult to integrate.This book offers a comprehensive solution, presenting five principles of games that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity. Contributors highlight strategies and solutions for digital game design, showing how educationally sound games can be designed using readily accessible, low-end technologies. The authors are established researchers and designers in the field of educational games. Case studies explore specific academic perspectives, and featured insights from professional game designers provide an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research"-- Provided by publisher.Summary: "Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity" -- Provided by publisher.
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Cover image Item type Current library Home library Collection Shelving location Call number Materials specified Vol info URL Copy number Status Notes Date due Barcode Item holds Item hold queue priority Course reserves
Stack text books All India Institute of Speech and Hearing 16/4 371.33/7 (Browse shelf(Opens below)) Available 20549
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Includes bibliographical references (p. [199]-206) and index.

Part I: Background Chapter 1 Introduction Alex Moseley and Nicola Whitton Chapter 2 Good game design is good learning design Nicola Whitton Part II: Applying game principles to education Chapter 3 Challenge: Levelling up Nicola Whitton Chapter 4 Community: The Wisdom of Crowds Michelle A. Hoyle and Alex Moseley Chapter 5 Narrative: Let me tell you a story Nicola Whitton and Dave White Chapter 6 Competition: Playing to win? Alex Moseley Chapter 7 Multiple media: A picture is worth a thousand words Peter Whitton Part III: Creating games for learning Chapter 8 Authentic contextual games for learning Simon Brookes and Alex Moseley Chapter 9 Mapping games to curricula Alex Moseley and Rosie Jones Chapter 10 Assessment and games Alex Moseley Chapter 11 Designing low-cost games for learning Nicola Whitton and Alex Moseley Part IV: Games in Practice Chapter 12 Developing Alternate Reality Games for learning Katie Piatt Chapter 13 Evaluating Immersive Virtual Environments for learning Sarah Smith-Robbins Chapter 14 Alternate Reality Games and Literature Danielle Barrios-O'Neill and Alan Hook Part V: Conclusions Chapter 15 Conclusions Nicola Whitton and Alex Mos

"Despite growing interest in digital game-based learning and teaching, such as alternate reality games and virtual worlds, until now most teachers have lacked the resources and technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, require high-end technology, and are difficult to integrate.This book offers a comprehensive solution, presenting five principles of games that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity. Contributors highlight strategies and solutions for digital game design, showing how educationally sound games can be designed using readily accessible, low-end technologies. The authors are established researchers and designers in the field of educational games. Case studies explore specific academic perspectives, and featured insights from professional game designers provide an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research"-- Provided by publisher.

"Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity" -- Provided by publisher.

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