Games-To-Teach or Games-To-Learn: Unlocking the Power of Digital Game-Based Learning Through Performance
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Each download or ask from book AI costs 2 points. To earn more free points, please visit the Points Guide Page and complete some valuable actions.Introduction to "Games-To-Teach or Games-To-Learn: Unlocking the Power of Digital Game-Based Learning Through Performance"
In the rapidly evolving landscape of education, digital game-based learning (DGBL) has emerged as a significant frontier, challenging traditional pedagogical approaches. "Games-To-Teach or Games-To-Learn: Unlocking the Power of Digital Game-Based Learning Through Performance" is a thought-provoking exploration of how digital games can be effectively integrated into educational settings to enhance learning outcomes.
Detailed Summary of the Book
Our fascination with digital games extends beyond entertainment. They are now permeating educational contexts, promising an engaging, interactive, and experiential learning process. This book delves into the potential of DGBL, a concept that utilizes digital games as a medium to facilitate learning and teaching.
The core premise is articulated around the dichotomy of "games-to-teach" versus "games-to-learn." "Games-to-teach" highlights how educators can use games as tools to deliver content, whereas "games-to-learn" emphasizes the learner's role in engaging with games to construct knowledge actively. By understanding these dimensions, educators can better determine the best methods to incorporate games into their classrooms.
Each chapter is carefully structured to explore different facets of DGBL: the psychological and cognitive benefits, the challenges faced, successful case studies, and the future potential of digital games in education. By blending theoretical insights with practical applications, the book serves as a comprehensive guide for educators, researchers, and professionals interested in leveraging digital games for educational purposes.
Key Takeaways
- The distinction between games designed for teaching specific skills (games-to-teach) and games that encourage autonomous exploration and learning (games-to-learn).
- Strategies for integrating DGBL into existing curriculums, including blending traditional teaching methods with digital games.
- An understanding of the cognitive and psychological impact of digital games on learning processes.
- Insights into the future trends of DGBL and its potential to revolutionize education.
- Real-world examples and case studies showcasing the successful implementation of game-based learning.
Famous Quotes from the Book
"In a world where digital consumer technology continues to advance, education cannot afford to remain static."
"The power of digital game-based learning lies in its ability to transform educational experiences into something dynamic, immersive, and enriching."
Why This Book Matters
As the need for innovative educational approaches intensifies, "Games-To-Teach or Games-To-Learn" emerges as an essential resource for educators, education policymakers, and technology developers. The book advocates for a paradigm shift from passive to active learning, promoting digital games as a conduit for achieving meaningful, learner-centered education.
Importantly, the book does not just dwell on the theoretical aspects of DGBL but also offers practical steps that practitioners can take to introduce this form of learning into their educational environments. By endorsing a holistic approach, it bridges the gap between theory and practice, making it indispensable for those seeking to harness the potential of games in education.
In summary, "Games-To-Teach or Games-To-Learn" is more than just a book about digital games; it is a manifesto for a new age of learning that encourages creativity, critical thinking, and engagement through performance.
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