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Site Shop > What Video Games Have to Teach Us About Learning and Literacy

(Second Edition: Revised and Updated)

Very much an educator?s book, written with seasoned teaching and lecturing staff in mind, the tome approaches ludology and educational theory in equal doses, never compromising the integrity of each field, and slowly combining them into one discipline. Thus, it is also ideal for both game and simulation designers, in addition to educators, teaching both sides through its pages, the perspectives of the other, and gently guiding both towards the same goal.

If you play games of any description, you will recognise yourself somewhere in the many examples of this book, looking at motivation through play, development of subject matter expertise, and even general problem solving skills, along with heightened observation and reflexes, all of which are formed from computer mediated, fun content.

The book ultimately makes a case for the use of such specially designed and above all, fun games and worlds as true agents of learning. All other mammals learn so much of their life skills from gameplay. Why should we be so different?

A great game or a great simulation is a tool teaching participants new knowledge, new ways to think, and new ways to learn, so much so that the participants learn without even realising they are doing it, and this is the strength the book returns to again and again, with each of the eight chapters focussing on a separate aspect entirely.

For example, the first chapter, entitled?36 ways to learn a videogame? is titled in reference to the 36 principles of learning, in a format which allows for bite sized absorption, a format followed by the other chapters.


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