Download Handbook of Research on Effective Electronic Gaming in by Richard E. Ferdig PDF

By Richard E. Ferdig

Video games and gaming have continually been a tremendous a part of society and tradition. in the final 35 years, because of a variety of know-how techniques, digital video games in lots of codecs haven't basically turn into ubiquitous in daily leisure lifestyles yet have additionally permeated many pro fields and disciplines for a number of reasons together with educating and studying. The instruction manual of analysis on powerful digital Gaming in schooling offers a framework for figuring out video games for academic reasons whereas offering a broader feel of present similar examine. Compiling over 50 groundbreaking examine reports from major foreign gurus within the box, this complex and uniquely finished reference is a must have for educational and learn libraries and for all these drawn to increasing their theoretical and functional wisdom of the intriguing box of digital gaming.

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Extra resources for Handbook of Research on Effective Electronic Gaming in Education

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Online games offer one area in which to examine patterns of spontaneously occurring phenomena that represent the natural development of such capabilities. This chapter reviews the character of, and need for, 21st century skills. It also illuminates existing digital domains in which these skills develop organically. Peering through the window of the present into the future, we see that envisioning change in education means taking a long look at what activity produces those skills, regardless of whether that activity is taking place in a formal setting or within entertainment-based worlds where the skills are learned incidentally through play.

In fact, while we may expect to see more of the same from the commercial video game industry, there is always the potential for surprises, both pleasant and not-so pleasant. One area of the future of games is less often discussed, but represents one of the most powerful and positive directions the industry could take. The author calls it the “positive impact model,” and uses this chapter to discuss what that phrase is meant to convey. Chapter LXXVI Education and Exploitation Off the Virtual Train to Oregon.............................................................

Chapter XXXIV Character Attachment in Games as Moderator for Learning .............................................................. 593 Melissa L. Lewis, Michigan State University, USA René Weber, University of California Santa Barbara, USA The Entertainment Education Paradigm (EEP) offers a new way to think about education by blending entertaining with educational experiences. Video games provide an excellent format for entertainment education because of both the prevalence and enjoyment of playing video games and the ways in which individuals of today learn.

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