Learning with Digital Games

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A01=Nicola Whitton
adult learning theory
adventure
Adventure Game
alternate
Alternate Reality Game
assessment in digital education
Author_Nicola Whitton
Casual Games
Category=JNM
Category=JNQ
Category=JNV
Commercial Entertainment Games
computer
Computer Games
design
Detailed Functional Specification
Digital Games
digital games for teacher training
educational
Educational Game Design
educational game integration
Educational Games
environment
eq_bestseller
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
Face To Face
faculty professional development
fiction
Follow
Game Based Learning Environment
Game Design
Gaming Genres
Handheld
Higher Education
Higher Education Curriculum
instructional design strategies
interactive
Manchester Metropolitan University
MUVEs
Non-player Characters
Problem Based Learning
reality
Single Player Game
technology-enhanced teaching
Time Capsule
Vice Versa
video
Wo

Product details

  • ISBN 9780415997751
  • Weight: 430g
  • Dimensions: 152 x 229mm
  • Publication Date: 08 Sep 2009
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults.

Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers:

A toolkit of guidelines, templates and checklists.

Concrete examples of different types of game-based learning using six case studies.

Examples of games that show active and experiential learning

Practical examples of educational game design and development.

This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice.

A companion website is available and provides up-to-date technological information, additional resources and further examples.

Nicola Whitton is a Research Fellow in the Education and Social Research Institute at Manchester Metropolitan University.

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