Download PDF by Sara de Freitas: Digital Games and Learning

By Sara de Freitas

ISBN-10: 1441198709

ISBN-13: 9781441198709

The acclaim for leisure gaming during the last many years has resulted in using video games for non-entertainment reasons in parts akin to education and company help. The emergence of the intense video games circulation has capitalized in this curiosity in rest gaming, with a rise in relaxation video game ways in faculties, schools, universities and in specialist education and carrying on with specialist development.

The flow increases many major concerns and demanding situations for us. How can gaming and simulation applied sciences be used to interact novices? How can video games be used to encourage, deepen and speed up studying? How can they be used to maximum impact in studying and educating? The individuals discover those and plenty of different questions which are important to our knowing of the paradigm shift from traditional studying environments to studying in video games and simulations. >

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Extra info for Digital Games and Learning

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If game-based learning does provide a real transition for learning in formal and professional learning contexts, what conceptual work can this be based upon, and how can this existing work be extended and developed? Towards understanding and building upon this shift, our chapter therefore explores and analyses some of the supporting conceptual work around game-based learning with respect to its application in formal and professional learning contexts. In other work, the locus of the posited transition seems to be the notion of a learning experience, rather than the creation and use of a set of linear texts.

In this way, the book begins by first presenting some of the theoretical bases for the efficacy of game-based learning approaches, also borrowing from existing theory that supports simulations. Cultural perspectives upon games will provide scope for considering individual case studies in relation to cultural shifts and changes in the wider context of the institutions and places of learning. The second section then explores the cultural perspectives upon games with case studies exemplifying how games are being used in schools and to support informal learning.

Together these factors lend support to the premise that game-based learning is a valid and tested approach for supporting formal learning approaches. However if we are to embed game-based learning into formal contexts of learning and into professional learning, two main challenges need to be considered. We need to investigate the role of social interactive learning and further analyze learning design in games. These two research directions can provide a broad research framework for exploring the main strengths of game-based learning and may help to overcome some of the residual impediments to uptake, particularly in mainstream formal learning contexts, such as school and university.

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Digital Games and Learning by Sara de Freitas

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