Introduction to Games-Based Learning

Games-based.learning.takes.advantage.of.gaming.technologies.to.create.a.fun,.motivating,.and.interactive. virtual. learning. environment. that. promotes. situated. experiential. learning.. Many. researchers. now.believe.that.this.approach.can.better.motivate.present.day.entertainment-driven.learners.to.more. thoroughly engage in learning through meaningful activities defined in the game context as opposed to those.offered.using.more.traditional.didactic.approaches..This.chapter.describes.games-based.learning,. the.related.terms.and.scope,.current.approaches,.embedded.pedagogies.and.challenges.for.providing. high-quality.education.in.the.21st.Century.

[1]  Raija Hämäläinen,et al.  Designing and evaluating collaboration in a virtual game environment for vocational learning , 2008, Comput. Educ..

[2]  Kurt Squire,et al.  Cultural Framing of Computer/Video Games , 2002, Game Stud..

[3]  Maria Roussou,et al.  Learning by doing and learning through play: an exploration of interactivity in virtual environments for children , 2004, CIE.

[4]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[5]  Olga Dziabenko,et al.  Game-Based Learning in Universities and Lifelong Learning: "UniGame: Social Skills and Knowledge Training" Game Concept , 2004, J. Univers. Comput. Sci..

[6]  Jason Everett Building a business simulation for kids: the making of Disney's hot shot business , 2003, CIE.

[7]  Michael Zyda,et al.  From visual simulation to virtual reality to games , 2005, Computer.

[8]  A. Collins,et al.  Situated Cognition and the Culture of Learning , 1989 .

[9]  C. Anderson,et al.  Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature , 2001, Psychological science.

[10]  Ken Allen,et al.  CyberCIEGE: Gaming for Information Assurance , 2005, IEEE Secur. Priv..

[11]  B. Weitz,et al.  Productive Play , 2006 .

[12]  Ellen D. Cook,et al.  An active learning strategy for the classroom—“who wants to win … some mini chips ahoy?” , 2002 .

[13]  H. Colt,et al.  Virtual reality bronchoscopy simulation: a revolution in procedural training. , 2001, Chest.

[14]  Elisheva F. Gross,et al.  The impact of home computer use on children's activities and development. , 2000, The Future of children.

[15]  David E. Hailey,et al.  How Genre Choices Effect Learning in a Digital Environment , 2003 .

[16]  Willy Christian Kriz,et al.  Creating Effective Learning Environments and Learning Organizations through Gaming Simulation Design , 2003 .

[17]  Miguel de Aguilera,et al.  Video games and education: (Education in the Face of a “Parallel School”) , 2003, CIE.

[18]  R. Jayakanthan,et al.  Application of computer games in the field of education , 2002, Electron. Libr..

[19]  Catherine Chambliss,et al.  Educating Students about the Risks of Excessive Videogame Usage. , 1999 .

[20]  C. Anderson,et al.  The effect of video game violence on physiological desensitization to real-life violence. , 2007 .

[21]  Douglas Kellner,et al.  New Media and Internet Activism: From the ‘Battle of Seattle’ to Blogging , 2004, New Media Soc..

[22]  S. Billett Situated learning: Bridging sociocultural and cognitive theorising , 1996 .

[23]  Kurt Squire,et al.  Video games in education , 2003, Int. J. Intell. Games Simul..

[24]  John W. Moore Education versus training. , 1966, The New England journal of medicine.

[25]  Ernest Adams,et al.  Andrew Rollings and Ernest Adams on Game Design , 2003 .

[26]  John M. D. Hill,et al.  Puzzles and games: addressing different learning styles in teaching operating systems concepts , 2003, SIGCSE.

[27]  Philip Tan,et al.  Entering the education arcade , 2003, CIE.

[28]  Katherine E. Buckley,et al.  A Theoretical Model of the Effects and Consequences of Playing Video Games. , 2006 .

[29]  C. Anderson,et al.  The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior , 2005, Psychological science.

[30]  André van der Hoek,et al.  An experimental card game for teaching software engineering processes , 2005, J. Syst. Softw..

[31]  M. Prensky Engage Me or Enrage Me. What Today’s Learners Demand , 2005 .

[32]  Eero Sormunen,et al.  Learning Information Retrieval through an Educational Game. Is Gaming sufficient for learning? , 2000, Educ. Inf..

[33]  Thomas W. Malone,et al.  What makes things fun to learn? heuristics for designing instructional computer games , 1980, SIGSMALL '80.

[34]  Glenda Revelle,et al.  Educating via entertainment media: the Sesame Workshop approach , 2003, CIE.

[35]  Mary Dziorny Digital Game-based Learning and dyslexia in higher education , 2007 .

[36]  Antony Radford,et al.  Games and Learning about Form in Architecture , 2000, Proceedings of the 15th International Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe).

[37]  Marc Prensky,et al.  The Motivation of Gameplay or, the REAL 21 st century learning revolution , 2002 .

[38]  L. Frank The Society for Research in Child Development , 1935 .

[39]  Mindy E. Flanagan,et al.  Violent video games: Specific effects of violent content on aggressive thoughts and behavior , 2004 .

[40]  R Flin,et al.  Training for emergency management: tactical decision games. , 2001, Journal of hazardous materials.

[41]  Lance Chun Che Fung,et al.  Distinguishing games and simulation games from simulators , 2006, CIE.

[42]  Martin John Barker,et al.  The Newson Report: A case study in "common-sense" , 2002 .

[43]  Azucena García-Palacios,et al.  Immersive Virtual Reality for Reducing Experimental Ischemic Pain , 2003, Int. J. Hum. Comput. Interact..

[44]  Etienne Wenger,et al.  Situated Learning: Legitimate Peripheral Participation , 1991 .

[45]  C. Bonwell,et al.  Active learning : creating excitement in the classroom , 1991 .

[46]  Peter Secretan Learning , 1965, Mental Health.