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Beschreibung
A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively - involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples.

An editors' introduction pulls the collection together, identifying shared themes and drawing on the editors' own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.
A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively - involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples.

An editors' introduction pulls the collection together, identifying shared themes and drawing on the editors' own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.
Über den Autor

Alex Moseley is an Educational Designer and University Teaching Fellow at the University of Leicester, UK.

Nicola Whitton is a Research Fellow at Manchester Metropolitan University, UK.

Inhaltsverzeichnis

Introduction Alex Moseley and Nicola Whitton

Chapter 1 Dicing with curricula: the creation of a board game to speed up the course creation process.

Alex Moseley

Chapter 2 The 'Mutation Game' - a versatile educational tool

Cas Kramer, Nicola Suter-Giorgini, Karen Moss, Eoin Gill and Sheila Donegan

Chapter 3 Three boys and a chess set

Fiona Trapani and Liz Hinds

Chapter 4 Game-based learning as a vehicle to teach and assess first aid competencies

Nathalie Charlier

Chapter 5 A Game of Phones design, development & delivery case study

Kris Rockwell and Alicia Sanchez

Chapter 6 From idea to product - a board game for preschoolers

Päivi Marjanen and Ilkka Mönkkönen

Chapter 7 Adventure initiative games: playing towards social competence

Jule Hildmann

Chapter 8 An artist's approach to board games

Sam Ingleson

Chapter 9 Simulation game: taking the horses to water

Ivar Männamaa

Chapter 10 Larps in high schools

J. Tuomas Harviainen and Ritva Savonsaari

Chapter 11 War of Worlds - an interactive board game about life beyond Earth

Barbara Ottolini and Cas Kramer

Chapter 12 Contexts and concepts: crafty ways to consider challenging topics

Claire Hamshire and Rachel Forsyth

Chapter 13 Building Soma: the development, release and postmortem of Healing Blade, a novel infectious disease card battle game

Arun Mathews

Chapter 14 Designing card and board games

Alan Paull

About the contributors

Details
Erscheinungsjahr: 2013
Fachbereich: Allgemeines
Genre: Erziehung & Bildung, Importe
Rubrik: Sozialwissenschaften
Thema: Lexika
Medium: Taschenbuch
Inhalt: Einband - flex.(Paperback)
ISBN-13: 9780415815840
ISBN-10: 0415815843
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Whitton, Nicola
Moseley, Alex
Redaktion: Moseley, Alex
Whitton, Nicola
Hersteller: Routledge
Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de
Maße: 229 x 152 x 13 mm
Von/Mit: Alex Moseley (u. a.)
Erscheinungsdatum: 28.08.2013
Gewicht: 0,343 kg
Artikel-ID: 128451254

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