Digital Games and Learning

Digital Games and Learning


Edited by Paul Maharg, Edited by Henry Jenkins, Edited by Sara De Freitas, Contributions by Karen Barton, Contributions by Michele Dickey, Contributions by Keri Facer, Contributions by Russell Francis, Contributions by Sara De Freitas, Contributions by David Gibson, Contributions by Eric Klopfer


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  • Publisher: Continuum Publishing Corporation
  • Format: Hardback | 310 pages
  • Dimensions: 160mm x 236mm x 24mm | 581g
  • Publication date: 31 March 2011
  • Publication City/Country: New York
  • ISBN 10: 0826421377
  • ISBN 13: 9780826421371
  • Edition statement: New.
  • Illustrations note: 1, black & white illustrations

Product description

The popularity of entertainment gaming over the last decades has led to the use of games for non-entertainment purposes in areas such as training and business support. The emergence of the serious games movement has capitalized on this interest in leisure gaming, with an increase in leisure game approaches in schools, colleges, universities and in professional training and continuing professional development. The movement raises many significant issues and challenges for us. How can gaming and simulation technologies be used to engage learners? How can games be used to motivate, deepen and accelerate learning? How can they be used to greatest effect in learning and teaching? The contributors explore these and many other questions that are vital to our understanding of the paradigm shift from conventional learning environments to learning in games and simulations.

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Author information

Paul Maharg is Professor of Law at the Glasgow Graduate School, University of Strathclyde UK. Henry Jenkins is Director of the Comparative Media Studies Program and Full Professor of Literature at the Massachusetts Institute of Technology, USA. Sara de Freitas is Professor of Virtual Environments and Director of Research at the Serious Games Institute, University of Coventry, UK.

Review quote

"Educational policy-makers and researchers in the area of digital learning and serious gaming will find this a valuable book to read." - Jonathan C. Roach (St. Thomas University, FL), Teaching Theology & Religion

Table of contents

Acknowledgments; Notes on Contributors; Foreword Henry Jenkins; Introduction Sara de Freitas and Paul Maharg; Part I: Theoria - Theoretical Positions; 1. Digital Games and Learning: Modelling learning experiences in the digital age Paul Maharg and Sara de Freitas; 2. Four-dimensional Consideration of Feedback in Serious Games Ian Dunwell, Sara de Freitas and Steve Jarvis; 3. A Complex Systems Framework for Simulating Teaching and Learning David Gibson; Part II: Cultura - Cultural Perspectives; 4. Revolution: Experiential learning through virtual role play Russell Francis; 5. Stealth Learning in Online Games Esther MacCallum-Stewart; 6. Murder on Grimm Isle: The design of a game-based learning environment Michele Dickey; 7. Are Games All Child's Play? Scot Osterweil and Eric Klopfer; Part III: Praxis - Theory into practice; 8. Constructions of Games, Teachers and Young People in Formal Learning Richard Sandford, Keri Facer and Ben Williamson; 9. Games and Simulations in Informal Science Education Kurt Squire and Nathan J. Patterson; 10. From Master to Games-Master: Managing disequilibrium and scaffolding in simulation-based learning Karen Barton and Patricia McKellar; 11. Designing Serious Games for Cultural Heritage Purposes Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Giulia Panizza, Matteo Pellegrino and Ludovica Primavera; Index.