VIDEO GAMES AS A TEACHING TOOL: EPIC STEP-BY-STEP GUIDE

Elena V. Shliakhovchuk

 

A clear and effective approach to teaching using digital game. EdTech is an area rife with promises of improved teaching and learning proclaimed by globe-trotting gurus, keynote speakers and product evangelists. Some of them are just hype, but digital game-based learning and teaching (DGBL&T) definitely not. These are here to stay. Why? Because there are more than 2.5 billion video game players all ages worldwide.


The average young person accumulates 10,000 hours of gaming before turning 21.75% of gamers believe playing video games provides mental stimulation or education. Parents see digital games as providing a variety of educational benefits and consider them a positive part of their children's lives. Around 61% of senior executives surveyed take daily game breaks at work. Consequently, the interest is growing in the potential of video games for formal and informal education.


Furthermore, the recent explosion of online teaching has created a demand for teachers capable of teaching using video games. Yet, comprehensive pedagogical resources are scare As a result, teachers and educators like you are nervous about introducing video games into their classrooms. They aren't sure where to start, what to take into consideration, where to seek advice.

  • Where to find suitable games?

  • How to assess their effectiveness?

  • What about the cost of acquiring games?

  • How to deal with behavioural issues during gaming sessions in class?

  • How to plan a lesson with a video game?

  • What accompanying activities to offer?

  • What about gaming software and hardware requirements?

  • Are video games suitable for online teaching?...

These are some of the questions that cross the teachers’ mind.Digital game-based learning and teaching remains a mysterious process, and those who manage to master it are looked upon as Cracks. And how would you feel if you were a digital game-based learning and teaching Crack? The best advice for technology implementation comes from simply trying things out and from speaking with colleagues who were working with similar technology in similar situations and circumstances. This book is such a colleague of yours. It is an informal conversation between a DGBL&T n00b (newbie) and someone with extensive experience using video games for teaching purposes. Video games as a teaching tool. EPIC Guide demystifies the digital game-based learning and teaching process and contains inspiration and guidance on how to effectively bring video games to your classroom! Right from the first pages EPIC Guide gives you advice, instructional strategies, best practices and pro techniques to start teaching with video games.


The EPIC guide is based on the letters of the EPIC model and covers most of the aspects of learning and teaching with video games.

  • E evaluates your current resources for using video games in the classroom and opens the curtain of where to find the perfect game.

  • P helps to prepare a lesson plan with video games.

  • I presents a number of actionable ideas for integrating video games in your classroom.

  • C covers the assessment and evaluation of the effectiveness of learning with digital games and invites to become an influencer in this field.

Each part has tens of the power questions that you can think about, to stimulate creativity and ideas generation, to test your understanding of the material covered or to go beyond it. This book not only provides tons of practical advice for integrating video games in your classroom but also show you how to choose and use digital games, so they resonate with you and your students. What is more, the book contains video game jokes and memes to develop a taste of gaming humour. Epic Guide is for anyone in a formal and informal education setting who is interested in teaching using video games. Of course, it can be useful for parents who are looking to play video games meaningfully their children.

 

PUBLICATION DETAILS

ENGLISH (PAPERBACK) ISBN: 9788409254460 Year: 2020 Pages: 276

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