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E-book
Author Warren, Scott J., author

Title Learning games : the science and art of development / Scott J. Warren, Greg Jones
Published Cham, Switzerland : Springer, [2017]
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Description 1 online resource : illustrations
Series Advances in game-based learning
Advances in game-based learning.
Contents Preface; Contents; Acknowledgement; Chapter 1: Introduction; 1.1 The Challenge of Learning Games; 1.2 Before Proceeding: A Couple of Cautions; 1.3 The Work of Designing a Learning Game; 1.3.1 Still Excited?; 1.4 Speaking of the Lifeworld: Who Are These People Writing at Us?; 1.5 What Will We Cover?; 1.5.1 You May Experience Loss; 1.6 Sounds Complicated: How Will You Specifically Explain All of This?; 1.7 Lessons from Our Experience; 1.7.1 Learn from Our Mistakes; References
3.3 Games as Literature: Connecting Narrative Game Experiences to Literacy3.3.1 Overcoming the "Games Are Bad for Kids" Problem from the 1980s; 3.3.2 Meta-thematic Literature Connections; 3.3.3 The Role of Narrative to Drive Play; 3.4 How Computer-Mediated Communication Works for Learning with Something You May Know Better: The Learning Management System; 3.4.1 Why the Graphical Quality of Your LMS Does Not Really Matter, but Fidelity and Accurate Modeling of Content and Experience Does, Not Just in Learning Games; 3.5 Simulation and Learning: How the Approximation and the Real Relate
3.5.1 Human Arrogance and the Issue of Information vs. Knowledge3.5.2 Digital Simulations for Building Knowledge; 3.5.2.1 Games in the Context of Jonassen's Mindtools; 3.5.3 Dual Coding and Why Might Media Used to Design Games Stimulate Learning; 3.6 The Confounding Factors of Learning Games Must Be Acknowledged; 3.7 The Use of Multiple Mediums as a Gestalt Is a Platform Not "Media"; References; Chapter 4: Ethical Challenges to the Design and Study of Learning Games; 4.1 An Ethical Mindset: Before Design Begins; 4.2 Ethical Considerations with Learning Games and Simulations
Chapter 3: Why and How Can Games Influence Learning?3.1 Learning Theories in the Context of Philosophy, Education, and Games; 3.1.1 A Little General Philosophy; 3.1.1.1 Behaviorism and Learning with Games; 3.1.1.2 Cognitivism and Learning Games; Learning Explained Through Human Cognition; 3.1.1.3 Constructivism and Learning Through Games; 3.2 How We Learn from What Games Communicate: A Personal Example; 3.2.1 Communicating Basic Information, Simply; 3.2.1.1 Learning to Play the First Time; 3.2.1.2 Using Story to Encourage Recall
Part I: Before Learning with Games: What Are They, Where Do They Come From, Should I Use or Design Them, and How Can I Start From an Ethical Mindset?Chapter 2: What Is (and Is Not) a Learning Game?; 2.1 What's in a Name? Defining Games; 2.1.1 The Media vs. Method Issue; 2.2 How We Define a Learning Game and Why; 2.3 What and Why Simulation?; 2.3.1 Jean Baudrillard: The Virtual Is Real; 2.3.2 Example of Teaching with an Inquiry Simulation Experience; 2.4 So What the Heck Is a Game?; 2.4.1 How Has "Game" Been Used Generally in Entertainment and How Are They Defined?; References
Summary This book provides an overview of the design and development of learning games using examples from those created by the authors over the last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences. The book includes stories from the authors' lives that give context to why and how they built these products to help the reader understand whether or not building a learning game is right for them and what challenges they might face. It also gives a framework for thinking ethically about design and research when it comes to designing complex digital systems like educational games
Bibliography Includes bibliographical references and index
Notes Online resource; title from PDF title page (EBSCO, viewed June 21, 2017)
Subject Educational games.
Form Electronic book
Author Jones, Greg, 1963-2017, author
ISBN 3319468294 (electronic bk.)
9783319468297 (electronic bk.)