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Titlebook: Games: Purpose and Potential in Education; Christopher Thomas Miller Book 2009 Springer-Verlag US 2009 Game-Based Learning.Games and Gende

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Once Upon a Game,rooms. In this chapter, we attempt to explore the very idea of playing and learning by trying to rediscover the hidden meanings in usual words, like “game,” “play,” “school” and “education” through a lexical and conceptual analysis within the Western culture, roaming among ancient and modern languag
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Learning by Designing Homemade PowerPoint Games,and discuss how to use an almost ubiquitous software tool in the schools — PowerPoint — with children in the design of original games. In these games, students put school’s content to use in ways perceived to be meaningful and authentie to them. Game design capitalizes on the natural design instinct
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,Video Games, Learning, and “Content”,ers. Good game design has a lot to teach us about good leaming and contemporary leaming theory has something to teach us about how to design even better and deeper games. I view leaming in games as a form of “experiential leaming” and discuss the conditions—often met in good games—under which leamin
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Video Game Pedagogy, as human communication itself. The practice of “studying the masters” is also an old and respected one, and using this perspective we can take advantage of the opportunities afforded us in studying outstanding examples of commercial digital games as “educational” objects, even if they weren’t produ
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Applying Pedagogy during Game Development to Enhance Game-Based Learning,eady in use in schools and universities across the country, and the number of serious games designed specifically for training and education is also on the rise. Advances in video game production, however, are far outpacing research on its design and effectiveness. Relatively little is still known a
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