Cover of Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching

A Beginner's Guide

By: Nicola Whitton, Alex Moseley

Publisher: Routledge
Published: 2012-05-23
Language: Unknown
Format: BOOK
Pages: 234
ISBN: 9781136341304

About This Book

Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.

AI Overview

Comprehensive Overview of "Using Games to Enhance Learning and Teaching" by Nicola Whitton and Alex Moseley

Key Themes:

  1. Practical Application of Games in Education: The book focuses on providing educators with practical and easy-to-implement methods for using games to enhance student engagement and learning.
  2. Game Design Principles: It outlines five principles for designing games that can be embedded into traditional or online learning environments to increase student engagement and interactivity.
  3. Accessibility and Technology: The authors emphasize the use of readily accessible, low-end technologies to design educational games, making it feasible for educators without extensive technical knowledge.
  4. Case Studies and Academic Perspectives: Extensive case studies explore specific academic perspectives, demonstrating how games can be effectively integrated into various curricula.
  5. Theory and Practice Linkage: The book provides an explicit link between theoretical foundations and practical applications, drawing from a range of international literature and research.

Plot Summary: The book is structured into several chapters that cover various aspects of using games in educational settings. Here is a brief summary of the key chapters:

  1. Introduction: By Alex Moseley and Nicola Whitton, which sets the stage for the book’s focus on practical game-based learning.
  2. Good Game Design is Good Learning Design: By Nicola Whitton, which discusses the importance of game design principles in educational settings.
  3. Challenge: Levelling Up: By Nicola Whitton, which explores how challenges can be designed to enhance learning.
  4. Community: The Wisdom of Crowds: By Michelle A. Hoyle and Alex Moseley, which examines the role of community in educational games.
  5. Narrative: Let me tell you a story: By Nicola Whitton and Dave White, which discusses the use of narratives in educational games.
  6. Competition: Playing to win? This chapter analyzes the pros and cons of competition in educational settings and how it can be harnessed positively.

Critical Reception: The book has received positive reviews for its comprehensive approach to integrating games into education. Here are some key points from the critical reception:

  • Practicality and Accessibility: Reviewers have praised the book for its practical nature, making it accessible to educators who may not have extensive technical knowledge.
  • Theoretical Base: The book’s sound theoretical base, drawing from international literature and research, has been noted as a significant strength.
  • Case Studies and Insights: The inclusion of extensive case studies and insights from professional game designers has been highlighted as a valuable resource for educators.
  • Focus on Alternate Reality Games: The book’s special focus on Alternate Reality Games (ARGs) has been recognized as an innovative approach to pedagogical resources.

Overall, "Using Games to Enhance Learning and Teaching" by Nicola Whitton and Alex Moseley is a valuable resource for educators seeking to incorporate games into their teaching practices. Its practical approach, theoretical foundation, and extensive case studies make it an essential guide for enhancing student engagement and interactivity in educational settings.