Design, Motivation, and Frameworks in Game-Based Learning, 1st Edition

  • Wee Hoe Tan
  • Published By:
  • ISBN-10: 1522560270
  • ISBN-13: 9781522560272
  • DDC: 371.33
  • Grade Level Range: College Freshman - College Senior
  • 306 Pages | eBook
  • Original Copyright 2019 | Published/Released January 2019
  • This publication's content originally published in print form: 2019

  • Price:  Sign in for price



Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. This title is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Advances in Game-Based Learning (AGBL) Book Series.
Titles in This Series.
Other Frontmatter.
Table of Contents.
Detailed Table of Contents.
1: How Game-Based Learning Works and What It Means for Pupils, Teachers, and Classroom Learning.
2: A Systematic Design Model for Gamified Learning Environments: GELD Model.
3: Sustain City: Effective Serious Game Design in Promoting Science and Engineering Education.
4: Linking the Elements of Learning, Assessment, and Play Experience in a Validation Framework.
5: Design and Develop a Cybersecurity Education Framework Using Capture the Flag (CTF).
6: A Framework of Childhood Obesity Prevention Through Game-Based Learning.
7: A Coaching Framework for Meta-Games: A Case Study of FPS Trainer.
8: Accessible Mobile Rehabilitation Games for Special User Groups.
9: Exploring the Use of Prediction Markets as Digital Games to Support Learning in a Project Management Context.
Compilation of References.
About the Contributors.