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Game-Based Lessons

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Choosing and Using Digital Games in the Classroom

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

Abstract

This chapter adds the last few pieces of the puzzle by outlining various ways that games can be used in the classroom. Although we have largely focused on games as content when it comes to using them in the classroom, there are other ways to make use of games. This chapter outlines 15 of them. While there are a growing number of sources who talk about using games in the classroom as an instructional strategy, it remains hard to find information on strategies that use games. The last piece of our puzzle is a big one. This chapter presents a list of 101 instructional strategies that are either specifically designed for games, or that have been adapted from existing strategies to make use of games.

A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly.

Specialization is for insects.

Robert A. Heinlein

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Becker, K. (2017). Game-Based Lessons. 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_9

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  • DOI: https://doi.org/10.1007/978-3-319-12223-6_9

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