Using Games to Enhance Learning and Teaching
A Beginner's Guide
By: Nicola Whitton, Alex Moseley
Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.
AI Overview
Comprehensive Overview of "Using Games to Enhance Learning and Teaching" by Nicola Whitton and Alex Moseley
Title: "Using Games to Enhance Learning and Teaching: A Beginner's Guide"
Authors: Nicola Whitton and Alex Moseley
Publication Date: 2012
Summary: The book "Using Games to Enhance Learning and Teaching: A Beginner's Guide" is a comprehensive resource designed to help educators integrate games into their teaching practices to enhance student engagement and learning. Despite the growing interest in digital game-based learning, many educators have lacked the resources or technical knowledge to create games that meet their needs. This book addresses this gap by providing practical and easy-to-implement strategies for using games in traditional or online learning environments.
Key Themes:
- Practical Application: The book focuses on providing educators with practical ways to use games in their classrooms, making it accessible to those without extensive technical knowledge.
- Game Design Principles: It outlines five key principles for game design that can be applied to educational settings, including challenge, community, narrative, competition, and multiple media.
- Low-End Technologies: The authors emphasize the use of readily accessible, low-end technologies to design educational games, bridging the gap between theory and practice.
- Case Studies: Extensive case studies explore specific academic perspectives, demonstrating how these principles can be applied in various educational contexts.
- Theoretical Base: The book has a sound theoretical base, drawing from a range of international literature and research, ensuring that the practical advice is grounded in educational theory.
Plot Summary: The book is structured into five parts:
Part I: Background
- Chapter 1: Introduction by Alex Moseley and Nicola Whitton
- Chapter 2: Good game design is good learning design by Nicola Whitton
Part II: Applying Game Principles to Education
- Chapter 3: Challenge: Levelling up by Nicola Whitton
- Chapter 4: Community: The Wisdom of Crowds by Michelle A. Hoyle and Alex Moseley
- Chapter 5: Narrative: Let me tell you a story by Nicola Whitton and Dave White
- Chapter 6: Competition: Playing to win? by Alex Moseley
Part III: Creating Games for Learning
- Chapter 8: Authentic contextual games for learning by Simon Brookes and Alex Moseley
- Chapter 9: Mapping games to curricula by Alex Moseley and Rosie Jones
- Chapter 10: Assessment and games by Alex Moseley
- Chapter 11: Designing low-cost games for learning by Nicola Whitton and Alex Moseley
Part IV: Games in Practice
- Chapter 12: Developing Alternate Reality Games for learning by Katie Piatt
- Chapter 13: Evaluating Immersive Virtual Environments for learning by Sarah Smith-Robbins
- Chapter 14: Alternate Reality Games and Literature by Danielle Barrios-O’Neill and Alan Hook
Part V: Conclusions
- Chapter 15: Conclusions by Nicola Whitton and Alex Moseley
Critical Reception: The book has received positive reviews for its practical approach and comprehensive coverage of game design principles in educational settings. Here are some key points from the critical reception:
- Practicality: The book is praised for its practical nature, making it accessible to educators who may not have extensive technical knowledge.
- Theoretical Base: It is noted for its sound theoretical base, drawing from international literature and research, which ensures that the practical advice is grounded in educational theory.
- Case Studies: The inclusion of extensive case studies is highlighted as a strength, providing real-world examples of how these principles can be applied in various educational contexts.
- Low-End Technologies: The emphasis on using readily accessible, low-end technologies is seen as a significant contribution, making it easier for educators to implement game-based learning without requiring high-end technology.
Overall, "Using Games to Enhance Learning and Teaching: A Beginner's Guide" is a valuable resource for educators looking to integrate games into their teaching practices to enhance student engagement and learning. Its practical approach, sound theoretical base, and extensive case studies make it an essential read for anyone interested in game-based learning.