Contents. Introduction...1 Atsusi 2c Hirumi Why Read This Book?... 2 How Is This Book Organized?... 2 Are Games the Answer?... 3
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1 Introduction...1 Atsusi 2c Hirumi Why Read This Book?... 2 How Is This Book Organized?... 2 Are Games the Answer?... 3 Section I Why Play Games? Chapter 1 Educating the Millennial Generation...7 Marc Prensky Video Games as a Solution?... 8 Making the Case... 8 Our Changing Technological Environment... 9 Our Changing Children and Students...11 Our Slowly Changing Schools...13 How Rapid Technological Change Affects Education...18 Future-Oriented Education...19 Changing Our Pedagogy...19 The Rise of the Complex Electronic Game...21 Integrating Electronic Games into the Curriculum Final Thoughts Chapter 2 Principles of Playing Games for Learning...33 Anthony K. Betrus and Luca Botturi Principles of Playing Games for Learning Insights into the History of Games in Education Components of Interactive Entertainment Benefits for and Challenges to Learning...43 Principles and Prescriptions for Educators on Integrating Games into Instruction Conclusions...53 Chapter 3 The Game Brain...57 Tom Atkinson and Atsusi 2c Hirumi Basic Brain Structure and Function Neuroscience of Game-Based Learning...62 Cautions and Criticisms Conclusion...70 ix
2 Chapter 4 Playing Games and the NETS...75 J.V. Bolkan Aligning to the NETS S...76 Aligning to the NETS T Conclusions Section II Games in Subject Areas Chapter 5 Games for Science Education...89 Edward Dieterle When (and When Not) to Use Science Video Games in Instruction...91 Science Video Games The River City Project Conclusions Chapter 6 Games for Mathematics Education Mansureh Kebritchi and Michael Hynes Challenges Facing Mathematics Education Approaches to Mathematics Education Why Mathematics Games? Our Assessment of Empirical and Non-Empirical Research Studies on Games Learning Effects A Survey of Existing Games for Mathematics Education Review of Highlighted Mathematics Games Trends and Issues in Mathematics Games in K 12 Settings Guidelines for Design and Integration of Mathematics Games in K 12 Settings Conclusion Chapter 7 Games for Language Arts Education Melinda Stevison and Jeffrey Kaplan Challenges Facing Language Arts Education National Council of Teachers of English Playing Video Games in the English Language Arts Classroom Research and Literature on Playing Digital Video Games Challenges to Gameplay in Language Arts Classrooms Digital Video Games for English Language Arts Education Implications for Further Gameplay Study In Conclusion x
3 Chapter 8 Games for Social Studies Education William R. Watson Social Studies and Citizenship Education Using COTS Games for Social Studies Education Using Educational Games for Social Studies Education Using Political Games for Social Studies Education History Lessons: Perspectives on the Effective Use of Video Games Lessons Learned Conclusion Supplement: NCSS Content Standards Chapter 9 Exergames for Health and Fitness Joe W. Burden Jr. Proposing the FIT Kids Act Implications of Technology for Physical Activity and Health Childhood Obesity: On the Rise Declining Behaviors, Attitudes, and Motivation toward Physical Activity Lack of Technologically Prepared Physical Educators Implementing Interactive Technologies to Enhance Student-Engaged Learning Hey, What Are Exergames? What Does Research Say about the Benefits of Exergames? Aligning Exergames with the National Physical Education Standards Limitations of Exergames in Physical Education Conclusion Section III Planning to Play Games Chapter 10 Integrating Games and Facilitating Game-Based Learning Atsusi 2c Hirumi Relating Structure and Function Five Steps for Integrating Gameplay Summary xi
4 Chapter 11 Making Games More Effective in the Classroom Robert T. Hays The Importance of Understanding the Definitions of Terms Types of Games Uses of Instructional Games Overview of Research on the Effectiveness of Instructional Games To Game or Not to Game? Guidelines for Selecting and Using Instructional Games Instructional Game Evaluation Scales Chapter 12 Repurposing COTS Games Yadi Ziaeehezarjeribi, Ingrid Graves, and James Gentry Renewed Interest in Using Video Games in Education to Enhance Learning Critical Conditions for Integrating Games Systematic Process for Integrating Games Video Gaming Missions Conclusion Supplement: Technology, Internet, Gaming, and Simulation Consent Form Supplement: Student Technology Contract Supplement: Video/Simulation/Gaming Permission Note Chapter 13 Web-Based Drill-Games Peter J. Fadde Definition and Value of Drill-Games Locating Drill-Games Evaluating Drill-Games Integrating Drill-Games into Classes Summary Supplement: Single-Entity Drill-Game Websites Supplement: Drill-Game Reviews Section IV Additional Perspectives on Gameplay Chapter 14 Homemade PowerPoint Games Michael Barbour, Gretchen Thomas, Dawn Rauscher, and Lloyd Rieber Why Homemade PowerPoint Games? Homemade PowerPoint Games: An Example The Philosophical Justification for Homemade PowerPoint Games Creating Homemade Games: A Five-Day Professional Development Process Conclusions xii
5 Chapter 15 Educational Gameplay without Computers Luca Botturi Gameplay and Learning Inside the Game: The Nuts and Bolts of Games Game Types and Their Uses in the Classroom Conclusions Chapter 16 The Magic of Online Games Rick Hall Online Options Game Genres Advantages of Online Games Caveats Parting Thoughts Chapter 17 Virtual Worlds Tom Atkinson Virtual World or Game? Teaching and Learning in Virtual Worlds Implementation Issues Future Directions Conclusion Supplement: Virtual-World Project Supplement: Virtual-World Activity Rubric Chapter 18 Educational Gaming: Where Is the Industry Going? Matthew Laurence A Brief Look at Where We ve Been The Future of Everything? Everybody s Got Issues Conclusions Abound National Educational Technology Standards (NETS S and NETS T) Index xiii
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