Global Perspectives on Gameful and Playful Teaching and Learning, 1st Edition

  • Matthew Farber
  • Published By:
  • ISBN-10: 1799820173
  • ISBN-13: 9781799820178
  • DDC: 371.33
  • 330 Pages | eBook
  • Original Copyright 2020 | Published/Released August 2020
  • This publication's content originally published in print form: 2020

  • Price:  Sign in for price



In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Advances in Educational Technologies and Instructional Design (AETID) Book Series.
Titles in This Series.
Table of Contents.
Detailed Table of Contents.
Games Across Curricula.
1: Promoting Spoken Interaction and Student Engagement With Board Games in a Language Teaching Context.
2: Case Study of an Epistemic Mathematics Computer Game: Investigating Players' In-Game Mathematical Identity.
3: Engendering Multiliteracies Using Digital Games and Digital Literature: Towards a Pedagogical Framework.
4: Massively Multiplayer Online Games as Spaces for Metacognition and Self-Regulated Learning.
Real-World Play.
5: Entertainment and Physical Activities: New Connections Through the Use of Pokémon GO.
6: Using Multi-Modal Data to Examine Equity in Activity Monitor Gaming Within Real-World Communities.
7: Game Mechanics Supporting a Learning and Playful Experience in Educational Escape Games.
Game Design.
8: Balancing Entertainment and Educational Objectives in Academic Game Creation.
9: Evaluation of the Effectiveness of Game Creation by Youth for Media and Information Literacy.
Teaching With Games.
10: The Importance of Teacher Bridging in Game-Based Learning Classrooms.
11: Preservice Teachers Consider Game-Based Teaching and Learning.
12: Implementation of Games in Primary School Social Studies Lessons.
13: Achievement Unlocked? Understanding Perceptions, Challenges, and Implications of GBL in Classrooms.
Compilation of References.
About the Contributors.