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Smart Pedagogy of Game-based Learning Repurposing Tech Tools for Game-Based Learning

Smart Pedagogy of Game-based Learning : Repurposing Tech Tools for Game-Based Learning [This chapter uses autoethnography to examine game-based learning approaches to teaching. It begins with an analysis of educational games and concludes that curricular games are goal-driven simulations where players can experiment in a risk-free environment. The author then pulls out the essential elements of game-based learning and examines ways in which free and/or ubiquitous technology tools can be used to design curricular games. This chapter addresses common misconceptions about creating digital games and counters them by showing how technological tools that are commonly used by educators can be repurposed into game creation tools. It emphasizes a game design process where the game is derived from the content in order to enable students to engage in deeper learning. The chapter concludes by encouraging educators to explore and make their own discoveries and to share these discoveries with others.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Smart Pedagogy of Game-based Learning Repurposing Tech Tools for Game-Based Learning

Part of the Advances in Game-Based Learning Book Series
Editors: Daniela, Linda

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Publisher
Springer International Publishing
Copyright
© The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
ISBN
978-3-030-76985-7
Pages
41 –55
DOI
10.1007/978-3-030-76986-4_3
Publisher site
See Chapter on Publisher Site

Abstract

[This chapter uses autoethnography to examine game-based learning approaches to teaching. It begins with an analysis of educational games and concludes that curricular games are goal-driven simulations where players can experiment in a risk-free environment. The author then pulls out the essential elements of game-based learning and examines ways in which free and/or ubiquitous technology tools can be used to design curricular games. This chapter addresses common misconceptions about creating digital games and counters them by showing how technological tools that are commonly used by educators can be repurposed into game creation tools. It emphasizes a game design process where the game is derived from the content in order to enable students to engage in deeper learning. The chapter concludes by encouraging educators to explore and make their own discoveries and to share these discoveries with others.]

Published: Sep 12, 2021

Keywords: Game-based Learning; Curricular games; Simulations; Teaching; Learning

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