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Series Editor's Foreword | p. xiii |
Acknowledgements | p. xv |
Introduction | p. 1 |
Background to the Book | p. 2 |
The Higher Education Context | p. 4 |
Structure of the Book | p. 8 |
Web Resources to Accompany the Book | p. 11 |
Examples Used throughout the Book | p. 12 |
Theory | p. 17 |
Recognizing the Characteristics of Digital Games | p. 19 |
Defining Digital Games for Learning | p. 19 |
Ways of Defining Games | p. 20 |
Game Characteristics and Learning | p. 31 |
Understanding the Pedagogy of Digital Games | p. 35 |
Learning and Motivation in Higher Education | p. 36 |
A Study on Adult Attitudes to Games | p. 38 |
Digital Games and Engagement | p. 41 |
A Rationale for Digital Games in Higher Education | p. 44 |
Identifying Types of Digital Games for Learning | p. 55 |
Types of Digital Game Available to Educators | p. 55 |
Types of Learning that can be Facilitated with Games | p. 64 |
New Directions in Digital Games for Learning | p. 68 |
Practice | p. 75 |
Integrating Digital Games Into the Curriculum | p. 77 |
Analysing the Learning Context | p. 77 |
Gaming Online and Face-to-Face | p. 83 |
Models of Integration | p. 85 |
Designing a Digital Game for Learning | p. 89 |
Pedagogic Design Considerations | p. 89 |
Designing Digital Games for Learning | p. 97 |
Assessing the Impact of Digital Games on Learning | p. 103 |
Assessment of Learning from Digital Games | p. 104 |
Researching Learning with Digital Games | p. 106 |
Ethics of Researching Learning | p. 113 |
Technology | p. 117 |
Using Existing Digital Games for Learning | p. 119 |
Differences between Games for Entertainment and Learning | p. 120 |
Types of Existing Game for Learning | p. 125 |
Obtaining Existing Games | p. 130 |
Developing New Digital Games for Learning | p. 135 |
Creating New Games for Learning | p. 136 |
Skills Required for Game Creation | p. 139 |
Developing a Functional Specification | p. 140 |
Creating a Balanced Game for Learning | p. 143 |
Software for Creating Games | p. 148 |
Evaluating Digital Games for Learning | p. 153 |
Iterative User-Centred Design | p. 153 |
Evaluating Digital Games | p. 159 |
Case Studies | p. 167 |
Who is Herring Hale? | p. 167 |
Marketplace | p. 171 |
PeaceMaker | p. 174 |
Red Frontier | p. 178 |
The Retail Game | p. 183 |
World of Warcraft | p. 187 |
Conclusions | p. 191 |
Areas for Future Research | p. 193 |
Challenges for Learning with Digital Games | p. 196 |
Glossary | p. 199 |
References | p. 201 |
Index | p. 207 |
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The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.