Gaming Technologies Collection: Gaming For Classroom-Based Learning: Digital Role Playing As A Motivator Of Study, 1st Edition

  • Youngkyun Baek
  • Published By:
  • ISBN-10: 1615207147
  • ISBN-13: 9781615207145
  • DDC: 371.33
  • Grade Level Range: College Freshman - College Senior
  • 338 Pages | eBook
  • Original Copyright 2010 | Published/Released September 2011
  • This publication's content originally published in print form: 2010

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In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field. As part of an international dialogue among researchers in educational technology, this book investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Editorial Advisory Board.
List of Reviewers.
Table of Contents.
Detailed Table of Contents.
1: Gaming Relevant to Classroom Teaching and Learning.
2: A Taxonomy of Educational Games.
3: The Design and Development of Educational Immersive Environments: From Theory to Classroom Deployment.
4: Intelligent Tutoring and Games (ITaG).
5: Using ‘Trirace©’ in the Classroom: Perception on Modes and Effectiveness.
6: Bridging Informal and Formal Learning: Experiences with Participatory Media.
7: Cases of Gaming Use in Teaching and Learning.
8: Technology Enhanced Language Learning in Early Childhood: Competencies for Early Childhood Teachers.
9: The Haunted School on Horror Hill: A Case Study of Interactive Fiction in an Elementary Classroom.
10: Use of Interactive Online Games in Teaching English as a Foreign Language.
11: Using an Educational Online Game to Stimulate Learning.
12: The Experience of an Online Management Simulation Game to Foster Collaboration and Teamwork.
13: Exploring Guild Participation in MMORPGs and Civic Leadership.
14: Use of Gaming in Virtual Worlds.
15: Modding and Rezzing in Games and Virtual Environments for Education.
16: Considerations and Methodology for Designing a Virtual World: Solution for a Large Corporation.
17: Classsim: An Approach to Educator Development Through a Simulation.
18: Virtual Gaming: A Platform for Multi–Skills and Multi–Literacies for Gamers.
19: Designing Game–Based Learning Activities in Virtual Worlds: Experiences from Undergraduate Medicine.
20: Principles of Educational Digital Game Structure for Classroom Settings.
Compilation of References.
About the Contributors.