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GAME-BASED LEARNING IN SCHOOLS: AN INTERACTIVE INTRODUCTION TO TEACHING WITH DIGITAL GAMES

  • 1 day ago
  • 1 min read

Christian Gebauer





Digital games have become an integral part of contemporary society. As a defining medium, they have long since overtaken film and music in importance and now shape the everyday lives of students. Yet computer and video games are far more than a hobby—or even a potential danger—for young people. They can play an important role in identity formation and, not least, are a form of art.


If schools are to remain relevant to students’ lived experiences in the future, they must explore new approaches: new learning environments, new forms of classroom tasks, and new ways of using media.


Christian Gebauer takes the educational and pedagogical potential of digital games seriously. His introductory teaching framework offers an accessible introduction to the “language” of game design and demonstrates how it can be integrated into subject teaching. It introduces readers to the world of digital games, explains and contextualizes key terminology, and includes an extensive practical section presenting numerous learning scenarios based on a variety of games.


In this way, teachers can use digital games to create competency-based, individualized everyday instruction while also encouraging practical and critical engagement with media through game-based learning.

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

German

Paperback


9783525703472

2025

166

OTHER NAMES

Game-Based Learning in Schools An Interactive Introduction to Teaching with Digital Games

Game-based Learning in der Schule Eine interaktive Grundlagendidaktik Digitaler Spiele

TAGS


Publishers: #VandenhoeckRuprecht (Vandenhoeck & Ruprecht)

Languages: #German

Format: #Paperback

Accessibility: N/A

Year: #Year2025


Companies:

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Games:

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Misc:

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