Cases on Digital Game-Based Learning: Methods, Models, and Strategies, 1st Edition

  • Published By:
  • ISBN-10: 1466628499
  • ISBN-13: 9781466628496
  • DDC: 371.39
  • Grade Level Range: College Freshman - College Senior
  • 626 Pages | eBook
  • Original Copyright 2013 | Published/Released October 2013
  • This publication's content originally published in print form: 2013

  • Price:  Sign in for price



In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels.Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced.  Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Editorial Advisory Board.
Table of Contents.
Detailed Table of Contents.
1: Teaching with Commercial Games.
2: “Come Fly with Us”: Playing with Girlhood in the World of Pixie Hollow.
3: Using MMORPGs in Classrooms: Stories vs. Teachers as Sources of Motivation.
4: Are Wii Having Fun Yet?.
5: Beyond Hidden Bodies and Lost Pigs: Student Perceptions of Foreign Language Learning with Interactive Fiction.
6: Teaching with Educational Games.
7: Civilization IV in 7th Grade Social Studies: Motivating and Enriching Student Learning with Constructivism, Content Standards, and 21st Century Skills.
8: QRienteering: Mobilising the M-Learner with Affordable Learning Games for Campus Inductions.
9: Enhancing Nutritional Learning Outcomes within a Simulation and Pervasive Game-Based Strategy.
10: “Sell Your Bargains” or Playing a Mixed-Reality Game to Spice-Up Teaching in Higher Education.
11: Designing Games for Learning.
12: Medicina: Methods, Models, Strategies.
13: Strategies for Effective Digital Games Development and Implementation.
14: Learning and Teaching as Communicative Actions: Broken Window as a Model of Transmedia Game Learning.
15: Learning through Game Design.
16: Get Your Head in the Game: Digital Game-Based Learning with Game Maker.
17: Elements of Game Design: Developing a Meaningful Game Design Curriculum for the Classroom.
18: Game-Making in a Fourth Grade Art Classroom Using Gamestar Mechanic.
19: Using Game Design as a Means to Make Computer Science Accessible to Adolescents.
20: Games for Teacher Education.
21: 3D GameLab: Quest-Based Pre-Service Teacher Education.
22: Preparing Pre-Service Teachers for Game-Based Learning in Schools.
23: Death in Rome: Using an Online Game for Inquiry-Based Learning in a Pre-Service Teacher Training Course.
24: Game-Based Learning in Practice.
25: Games, Models, and Simulations in the Classroom: Designing for Epistemic Activities.
26: The Role of Animations and Manipulatives in Supporting Learning and Communication in Mathematics Classrooms.
27: It's All in How You Play the Game: Increasing the Impact of Gameplay in Classrooms.
28: Challenges of Introducting Serious Games and Virtual Worlds in Educational Curriculum.
29: Researching Games and Learning.
30: Serious Games for Reflective Learning: Experiences from the MIRROR Project.
31: Evaluating Games in Classrooms: A Case Study with DOGeometry.
32: Learning with the Support of a Digital Game in the Introduction to Finance Class: Analysis of the Students' Perception of the Game's Ease of Use and Usefulness.
33: Racing Academy: A Case Study of a Digital Game for Supporting Students Learning of Physics and Engineering.
Compilation of References.
About the Contributors.