Skip to main content

Part of the book series: Advances in Game-Based Learning ((AGBL))

Abstract

This book examines what games are, how they work, and how to use them in educational settings. It has shown how to create lessons, units, and entire courses, and has provided a wide variety of practical ideas for how to use them in our classrooms, along with some examples. It is silly to imply that this is all you need do to ensure the games you choose are going to be perfect for you needs, or that using these templates will ensure that all of your students meet all of the required learning objectives and love you besides. Try as we might we still have no sure fire formulas for writing a guaranteed best-seller, or creating a blockbuster movie, or creating a perfect lesson but the tools and techniques introduced in this book will certainly set you along the right path. After reading this book, you will be able to examine a potential game in a structured way and you’ll be able to articulate why it’s good for your purposes, or why it isn’t. After reading this, you’ll be able to take a game and identify where it will need more teacher input and also where students will need more help in the lessons that use it. By using the templates, a teacher should be able to create lessons that include the use of games as a deliberate and integral part of your lesson, rather than an afterthought or add-on.

It’s misleading to suppose there’s any basic difference between education & entertainment. This distinction merely relieves people of the responsibility of looking into the matter.

Marshall McLuhan, from “Classroom without Walls,” Explorations Vol. 7, 1957

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 119.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    A popular depiction of Bloom’s taxonomy is as a flower (Wikipedia Contributors, 2016).

References

  • Barr, M. (2015). Portal 2 (HATII Video Games Research: Games-related projects at the University of Glasgow) Blog. Retrieved June 14, 2015, from http://videogames.arts.gla.ac.uk/portal-2/

  • Bruner, J. S. (1966). Toward a theory of instruction. Cambridge, MA: Belknap Press of Harvard University.

    Google Scholar 

  • Emin-Martinez, V., & Ney, M. (October 2013). Supporting teachers in the process of adoption of game based learning pedagogy. Proceedings of the ECGBL 2013—European Conference on Games Based Learning, Porto, Portugal.

    Google Scholar 

  • Felicia, P., & Egenfeld-Nielsen, S. (2011). Game-based learning: A review of the state of the art. In S. Egenfeldt-Nielsen, B. Meyer, & B. H. Sørensen (Eds.), Serious games in education : A global perspective (pp. 21–46). Aarhus, Denmark: Aarhus University Press.

    Google Scholar 

  • Margaryan, A., Littlejohn, A., & Vojt, G. (2011). Are digital natives a myth or reality? University students’ use of digital technologies. Computers & Education, 56(2), 429–440. doi:10.1016/j.compedu.2010.09.004.

    Article  Google Scholar 

  • McLuhan, M. (1964). Understanding media: The extensions of man (1st ed.). New York, NY: McGraw-Hill.

    Google Scholar 

  • Pittman, C. (2013). Teaching with portals: The intersection of video games and physics education. LEARNing Landscapes, 6(2).

    Google Scholar 

  • Rogers, E. M. (1962). Diffusion of innovations. New York, NY: Free Press of Glencoe.

    Google Scholar 

  • Rogers, E. M. (2003). Diffusion of innovations (5th ed.). New York, NY: Free Press.

    Google Scholar 

  • Sawyer, B. (2003). Serious games: improving public policy through game-based learning and simulation, foresight and governance project (vol. 2002-1). Woodrow Wilson International Center for Scholars. Retrieved from http://www.seriousgames.org/images/seriousarticle.pdf

  • Wikipedia Contributors. (2016). Bloom’s taxonomy. Retrieved 23 January 2016, from https://en.wikipedia.org/w/index.php?title=Bloom%27s_taxonomy&oldid=700445184. 18 January 2016 15:27 UTC

Download references

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing Switzerland

About this chapter

Cite this chapter

Becker, K. (2017). End Game. In: Choosing and Using Digital Games in the Classroom. Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-319-12223-6_11

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-12223-6_11

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-12222-9

  • Online ISBN: 978-3-319-12223-6

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics