Description |
xv, 442 pages : illustrations ; 23 cm |
Contents |
Introduction -- The digital game-based learning revolution -- The games generations : how learners have changed -- Why education and training have not changed -- Digital game-based learning : new hope for learner-centered training and education -- Fun, play and games : What makes games engaging? -- Digital game-based learning : why and how it works -- Digital game-based learning for kids and students : edutainment -- Digital game-based learning for adults -- Digital game-based learning in business : 41 examples and case studies, from the incredibly simple to the amazingly complex -- True believers : digital game-based learning in the military -- Bringing digital game-based learning into your organization -- The roles of teachers and trainers in digital game-based learning : digital game-based instruction -- Convincing management and getting the bucks : making the business case for digital game-based learning -- Evaluating effectiveness : does it work? -- So you have an idea -- The future : Where do we go from here? |
Notes |
Originally published: New York : McGraw-Hill, 2001 |
Bibliography |
Includes bibliographical references (pages 411-430) and index |
Subject |
Computer-assisted instruction.
|
|
Educational games.
|
LC no. |
2006019986 |
ISBN |
1557788634 paperback alkaline paper |
|