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Digital Game-Based Learning

 
  by Marc Prensky, Mark Prensky
 
 
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ZIN Product Number: 10013483

 
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 Product Details

  Format: Hardcover, 1st ed., 442 pages
  Publisher: McGraw-Hill Professional
  ISBN: 0071363440
  Release Date: Jan 12, 2000

  Average Reader Review: One Thumb UpOne Thumb UpOne Thumb UpOne Thumb UpOne Thumb Up (Based on 2 reviews.)


 
 
Cover to Cover
 From The Publisher
Recognizing that people respond more effectively to speed,fun and graphics,Prensky's revolutionary approach melds the engagement of fast-paced video games with serious business content to create better and more engaging training.

Digital Game-Based Learning expands on his technique by explaining what digital game-based learning is,why it is different and better,why it's not just another fad,where it can be used,and how to implement it. Brimming with case studies based on on-site visits to companies who have already successfully utilized this revolutionary training methodology,readers will discover new ways to better motivate and educate.

The time has come for Digital Game-Based learning. Thanks to the Internet,video games,and increasingly accessible cutting-edge technology,new learning styles have emerged. The Nintendo and MTV generation process information more rapidly than ever before,prefer graphics to text,and work on several fronts at once,making them champion multi-taskers. As a result,today's new work force is eager for new challenges. But so far,the traditional mainstream business world has done very little to accommodate them,particularly apparent in the realm of training sessions. The question arises: How do you train today's bright young business people for the rules of corporate life in ways that will effectively tap their learning potential—and won't put them to sleep?

Written by former vice president of Human Resources at Bankers Trust and present founder,CEO,and Creative Director the groundbreaking games2train.com Web site,this timely and innovative book defines digital game-based learning,explains it advantages and benefits far into thefuture,where it can be used­­and how.

From derivatives trading to policies on sexual harassment,here are numerous practical ideas and examples of this revolutionary approach to motivating and educating twenty-something workers. Ranging from the use of simple card games and quizzes to twitch-speed games modeled on such popular PC games as Doom and Quake,Digital Game-Based Learning leads the way in melding business conventions with the highly successful ways individuals learn today.

In addition to an array of training ideas,contained here are the views of experts such as Bill Gates,Alan Kay of Disney,J. C. Herz of the New York Times,and many others. Also included are fascinating and informative case studies,based on on-site visits,of many companies and institutions utilizing game-based learning tools and techniques.

Now employees—and their companies—can gain the full benefits of both today's sharp minds and advanced technologies.

IS YOUR COMPANY TRAINING TODAY'S CUTTING-EDGE LEARNERS WITH YESTERDAY'S METHODS?

"[Marc Prensky] has systematically analyzed the contexts and events of training and has synthesized a logical framework for digital game-based learning. "
­­From the foreword by Sivasailam "Thiagi" Thiagarajan,President,Workshops by Thiagi

"A 'must read' for business managers and HR directors as well. "
­­Mark Bieler,EVP,Human Resources,Bankers Trust Company (1989-1999)

"This is a breakthrough book that looks at learning as a high activity,high engagement and high intensity process. Marc Prensky has written a must-read book for our field!"
­­Elliott Masie,The MASIE Center,Editor,TRENDS, e-Letter,and Learning Decisions

Today's up-and-coming workforce is quicker,sharper,more visually oriented,and more technology-savvy than ever before. In order for the business world to truly benefit from the MTV generation's learning power and enthusiasm,traditional training session methods must step into the 21st century by adapting teaching methods to the way individuals learn today. Written by the founder of games2train.com,this innovative book,from the leading creator of cutting-edge training methods and games drawn from his impressive business career,is filled with examples and information to meet the demands of both employees and employers—in ways that are effective and enjoyable. From simple card games to those based on sophisticated PC games,here you'll find information on a variety of relevant and intriguing issues,including:

  • An introduction to the digital game-based learning revolution—how and why it works
  • Real-life case studies from a range of companies utilizing game-based tools and techniques
  • How to combine computer games and learning
  • How to select a game style and what types of technology are available
  • New roles for trainers and teachers
  • What about the older generations?
  • Overcoming barriers



. . . plus,the perspectives and opinions of such leading business experts as Bill Gates,Alan Kay of Disney,J. C. Herz of the New York Times,Seymour Pappert of Lego Mind Storms,Roger Schrank,Neil Postman,and many more. Get equipped to tackle everything from stock picking methods to proper corporate attire to racial sensitivity and sexual harassment policies,with the book and the strategies that will take the business world far into the future—starting today.


 
 
The Reader's Corner
  Product Review
 
 Number of Reviews: 2     Average Rating: One Thumb UpOne Thumb UpOne Thumb UpOne Thumb UpOne Thumb Up

Impressive Book!
   One Thumb UpOne Thumb UpOne Thumb UpOne Thumb UpOne Thumb Up

-- Rae Takenaka, January 19, 2001


Impressive Book!
   One Thumb UpOne Thumb UpOne Thumb UpOne Thumb UpOne Thumb Up

-- Rae Yoshinaga, January 19, 2001


 
 
Table of Contents
 Part One: Introduction / Background.
1. The Digital Game-Based Learning Revolution.
2. The Games Generations: How Learners Have Changed.
3. Why Education and Training Have Not Changed.
4. Digital Game-Based Learning: New Hope for Learner-Centered Training and Education.
Part Two: How Games Teach and Why They Work.
5. Fun, Play and Games: What Makes Games Engaging?.
6. Digital Game-Based Learning: Why and How It Works.
7. Digital Game-Based Learning for Kids and Students: Edutainment.
8. Digital Game-Based Learning for Adults.
Part Three: What Leading Organizations are Doing.
9. Digital Game-Based Learning in Business: 41 Examples and Case Studies, from the Incredibly Simple to the Amazingly Complex.
10. True Believers: Digital Game-Based Learning in the Military.
Part Four: Implementation.
11. Bringing Digital Game-Based Learning into Your Organization.
12. The Roles of Teachers and Trainers in Digital Game-Based Learning: Digital Game-Based Instruction.
(and more...)


 
 
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 Keywords
Computer-assisted instruction, Educational games, Computer-Aided Instruction (General), Computer Games, Aids & Devices, Business / Economics / Finance, Education, Experimental Methods, Human Resources & Personnel Management, Skills, Video & Electronic - General, Games, Computer-assisted instruction, Educational games

 
 
 FastFind Line
Inverse Black Hole
By the Numbers
By the Numbers
Cover To Cover
Cover to Cover
Reader's Corner
Reader's Corner
Table of Contents
Table of Contents
Related Reading
Related Reading
Inverse Black Hole
FastFind Line
 
 


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