12 Great Books on The Importance of Game-based Learning


There is currently a heated discussion within the United States across the possibly function of video games in promoting a lifestyle of violence, a contentious dialogue caused via Trump’s tweet. And without going into this fruitless polarized type of debates, games (together with video video games) are important pedagogical elements that may help college students thrive academically in college and outdoor college. Backing up this argument is a group of scholarly research papers and books that clearly spotlight the importance of gaming inside the twenty first century studying. We have compiled those assets into the following listing and invite you to check them out and percentage with us your feedback in our social media web sites.
Links to the books are under the visual

12 Great Books on The Importance of Game-based totally Learning
1- What Video Games Have to Teach Us About Learning and Literacy, by means of James Paul Gee
“James Paul Gee begins his traditional ebook with "I want to talk approximately video games--sure, even violent video games--and say some advantageous matters about them." With this simple however explosive assertion, one in all America's maximum well-reputable educators looks critically at the best that could come from playing video games.”

2- Reality Is Broken: Why Games Make Us Better and How They Can Change the World, by way of Jane McGonigal
“In this groundbreaking e book, Jane suggests how we can leverage the power of games to restore what is wrong with the real international-from social troubles like melancholy and obesity to international issues like poverty and climate exchange-and introduces us to cutting-edge video games which might be already changing the commercial enterprise, training, and nonprofit worlds.”

three- Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy, with the aid of James Paul Gee
“This e book discusses a wide range of subjects regarding video games, gaining knowledge of and literacy. These consist of the approaches video games can marry satisfaction, studying and mastery thru the experience of possession, employer and manage players enjoy when gaming, as well as arguable troubles surrounding video games. The book explores relationships between values, identity, content material and mastering, and specializes in the way to understand and provide an explanation for many young people’s differential stories of mastering in gaming and education respectively.”

four- Don't Bother Me Mom--I'm Learning, by means of Marc Prensky
“Marc Prensky affords the case—profoundly counter-cultural but proper though—that video and computer recreation playing, inside limits, is without a doubt very useful to today's "Digital Native" youngsters, who are using them to put together themselves for life in the 21st century. The reason youngsters are so attracted to these video games, Prensky says, is that they may be getting to know approximately critical "future" things, from collaboration, to prudent risk taking, to approach formulation and execution, to complex ethical and moral selections.”

five- Video Games and Learning: Teaching and Participatory Culture inside the Digital Age, by Kurt Squire
“ This handy e book describes how educators and curriculum designers can harness the participatory nature of virtual media and play. The creator offers a complete version of video games and getting to know that integrates analysis of video games, video games cultures, and academic game layout. Building on over 10 years of research, Kurt Squire tells the story of the emerging subject of immersive digitally mediated getting to know environments (or video games) and outlines the future of training.”

6- Games, Learning, and Society: Learning and Meaning within the Digital Age, by using Constance Steinkuehler (Editor), Kurt Squire Ph.D. (Editor), Sasha Barab Ph.D. (Editor)
“This volume is the primary reader on videogames and learning of its type. Covering recreation design, sport subculture, and video games as 21st century pedagogy, it demonstrates the depth and breadth of scholarship on video games and gaining knowledge of up to now. The chapters represent some of the most influential thinkers, designers, and writers within the emerging subject of games and studying - which include James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, and others”

7- How to Do Things with Videogames, with the aid of Ian Bogost
“Bogost, a leading student of videogames and an award-winning game clothier, explores the various ways pc games are used nowadays: documenting essential historical and cultural activities; educating each youngsters and adults; promoting commercial products; and serving as platforms for artwork, pornography, exercising, relaxation, pranks, and politics. Examining those programs in a chain of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and extra applicable to a much broader audience.”

eight- Digital Games and Learning: Research and Theory, through Nicola Whitton
“Digital Games and Learning: Research and Theory presents a clear and concise essential theoretical evaluation of the field of virtual video games and getting to know from a go-disciplinary angle. Taking into account studies and idea from regions as various as computer science, psychology, schooling, neuroscience, and sport layout, this book goals to synthesise work that is relevant to the study of games and mastering. It focuses on 4 components of digital video games: games as lively learning environments, games as motivational equipment, games as playgrounds, and games as mastering technologies, and explores every of these regions in detail.”

nine- Gaming Lives inside the Twenty-First Century: Literate Connections, by way of Gail E. Hawisher (Editor), Cynthia L. Selfe (Editor)
“Gaming Lives explores the complexly rendered dating among computer gaming environments and literacy development with the aid of focusing on in-depth case research of pc gamers inside the United States at the start of the twenty-first century. This extent examines the declare that pc games can offer better literacy and gaining knowledge of environments than U.S. Schools. Using the phrases and observations of character game enthusiasts, this e-book gives ancient and cultural analyses in their literacy development, practices, and values.”

10- Everything Bad is Good for You: How Today's Popular Culture is Actually Making Us Smarter, by way of Steven Johnson
“ In this provocative, unfailingly smart, thoroughly researched, and particularly convincing huge concept e book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media concept to argue that the popular culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing greater state-of-the-art with each passing yr, and, a long way from rotting our brains, is certainly posing new cognitive challenges which can be truely making our minds measurably sharper.”

11- Gamify: How Gamification Motivates People to Do Extraordinary Things, by way of Brian Burke
“Gamify suggests gamification in motion: as a effective technique to enticing and motivating human beings to reaching their goals, at the same time as at the equal time attaining organizational objectives. It can be used to encourage people to alternate behaviors, expand capabilities, and pressure innovation. “

12- The Gamification of Learning and Instruction: Game-based totally Methods and Strategies for Training and Education. By Karl M. Kapp
“"Kapp argues convincingly that gamification is not just about adding points, tiers and badges to an eLearning software, however about basically rethinking studying design. He has prepare a exquisite primer for getting to know specialists on a way to gamify mastering, full of beneficial advice and examples." —Anders Gronstedt, president, Gronstedt Group”.

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