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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Transcription:

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... 29 Final Thoughts... 30 Chapter 2 Principles of Playing Games for Learning...33 Anthony K. Betrus and Luca Botturi Principles of Playing Games for Learning... 34 Insights into the History of Games in Education... 34 Components of Interactive Entertainment... 40 Benefits for and Challenges to Learning...43 Principles and Prescriptions for Educators on Integrating Games into Instruction... 48 Conclusions...53 Chapter 3 The Game Brain...57 Tom Atkinson and Atsusi 2c Hirumi Basic Brain Structure and Function... 58 Neuroscience of Game-Based Learning...62 Cautions and Criticisms... 68 Conclusion...70 ix

Chapter 4 Playing Games and the NETS...75 J.V. Bolkan Aligning to the NETS S...76 Aligning to the NETS T... 82 Conclusions... 85 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... 94 The River City Project...100 Conclusions... 112 Chapter 6 Games for Mathematics Education...120 Mansureh Kebritchi and Michael Hynes Challenges Facing Mathematics Education...120 Approaches to Mathematics Education... 121 Why Mathematics Games?...125 Our Assessment of Empirical and Non-Empirical Research Studies on Games Learning Effects...125 A Survey of Existing Games for Mathematics Education...129 Review of Highlighted Mathematics Games...130 Trends and Issues in Mathematics Games in K 12 Settings...134 Guidelines for Design and Integration of Mathematics Games in K 12 Settings...136 Conclusion...139 Chapter 7 Games for Language Arts Education...147 Melinda Stevison and Jeffrey Kaplan Challenges Facing Language Arts Education...149 National Council of Teachers of English...150 Playing Video Games in the English Language Arts Classroom...152 Research and Literature on Playing Digital Video Games...154 Challenges to Gameplay in Language Arts Classrooms...157 Digital Video Games for English Language Arts Education...159 Implications for Further Gameplay Study...163 In Conclusion...165 x

Chapter 8 Games for Social Studies Education...173 William R. Watson Social Studies and Citizenship Education... 175 Using COTS Games for Social Studies Education...179 Using Educational Games for Social Studies Education...182 Using Political Games for Social Studies Education...186 History Lessons: Perspectives on the Effective Use of Video Games...186 Lessons Learned...191 Conclusion...193 Supplement: NCSS Content Standards...196 Chapter 9 Exergames for Health and Fitness...203 Joe W. Burden Jr. Proposing the FIT Kids Act...204 Implications of Technology for Physical Activity and Health...205 Childhood Obesity: On the Rise...206 Declining Behaviors, Attitudes, and Motivation toward Physical Activity...206 Lack of Technologically Prepared Physical Educators...207 Implementing Interactive Technologies to Enhance Student-Engaged Learning...208 Hey, What Are Exergames?...209 What Does Research Say about the Benefits of Exergames?... 213 Aligning Exergames with the National Physical Education Standards... 217 Limitations of Exergames in Physical Education...221 Conclusion...222 Section III Planning to Play Games Chapter 10 Integrating Games and Facilitating Game-Based Learning...231 Atsusi 2c Hirumi Relating Structure and Function...232 Five Steps for Integrating Gameplay...236 Summary...246 xi

Chapter 11 Making Games More Effective in the Classroom...249 Robert T. Hays The Importance of Understanding the Definitions of Terms...250 Types of Games...252 Uses of Instructional Games...254 Overview of Research on the Effectiveness of Instructional Games...255 To Game or Not to Game?...258 Guidelines for Selecting and Using Instructional Games...259 Instructional Game Evaluation Scales...266 Chapter 12 Repurposing COTS Games...277 Yadi Ziaeehezarjeribi, Ingrid Graves, and James Gentry Renewed Interest in Using Video Games in Education to Enhance Learning...278 Critical Conditions for Integrating Games...279 Systematic Process for Integrating Games...281 Video Gaming Missions...289 Conclusion...301 Supplement: Technology, Internet, Gaming, and Simulation Consent Form...305 Supplement: Student Technology Contract...305 Supplement: Video/Simulation/Gaming Permission Note...306 Chapter 13 Web-Based Drill-Games...307 Peter J. Fadde Definition and Value of Drill-Games...308 Locating Drill-Games...309 Evaluating Drill-Games... 312 Integrating Drill-Games into Classes...321 Summary...324 Supplement: Single-Entity Drill-Game Websites...326 Supplement: Drill-Game Reviews...328 Section IV Additional Perspectives on Gameplay Chapter 14 Homemade PowerPoint Games...333 Michael Barbour, Gretchen Thomas, Dawn Rauscher, and Lloyd Rieber Why Homemade PowerPoint Games?...334 Homemade PowerPoint Games: An Example...335 The Philosophical Justification for Homemade PowerPoint Games...338 Creating Homemade Games: A Five-Day Professional Development Process...341 Conclusions... 344 xii

Chapter 15 Educational Gameplay without Computers...349 Luca Botturi Gameplay and Learning...351 Inside the Game: The Nuts and Bolts of Games...353 Game Types and Their Uses in the Classroom...358 Conclusions...366 Chapter 16 The Magic of Online Games...369 Rick Hall Online Options...370 Game Genres...371 Advantages of Online Games...372 Caveats...379 Parting Thoughts...380 Chapter 17 Virtual Worlds...381 Tom Atkinson Virtual World or Game?...382 Teaching and Learning in Virtual Worlds...386 Implementation Issues...395 Future Directions...398 Conclusion...402 Supplement: Virtual-World Project... 406 Supplement: Virtual-World Activity Rubric...407 Chapter 18 Educational Gaming: Where Is the Industry Going?... 409 Matthew Laurence A Brief Look at Where We ve Been... 411 The Future of Everything?... 413 Everybody s Got Issues... 415 Conclusions Abound... 417 National Educational Technology Standards (NETS S and NETS T)...421 Index...425 xiii