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Title Details:
Digital games and learning
Authors: Voulgari, Iro
Roinioti, Elina
Koutromanos, George I.
Sintoris, Christos
Manesis, Dionysios
Subject: MATHEMATICS AND COMPUTER SCIENCE > COMPUTER SCIENCE > PLATFORM-BASED DEVELOPMENT > GAME PLATFORMS
HUMANITIES AND ARTS > EDUCATION AND EDUCATION SCIENCES > THEORY OF EDUCATION (BROAD EDUCATIONAL CONCEPTS) > EDUCATIONAL GOALS
HUMANITIES AND ARTS > EDUCATION AND EDUCATION SCIENCES > THEORY OF EDUCATION (BROAD EDUCATIONAL CONCEPTS) > EDUCATIONAL THEORIES
HUMANITIES AND ARTS > EDUCATION AND EDUCATION SCIENCES > EDUCATION BY FORM > OPEN AND DISTANCE LEARNING > E-LEARNING
HUMANITIES AND ARTS > EDUCATION AND EDUCATION SCIENCES > EDUCATIONAL TECHNOLOGY
HUMANITIES AND ARTS > EDUCATION AND EDUCATION SCIENCES > EDUCATIONAL TECHNOLOGY > COMPUTER ASSISTED EDUCATION
HUMANITIES AND ARTS > EDUCATION AND EDUCATION SCIENCES > EDUCATIONAL TECHNOLOGY > EDUCATIONAL SOFTWARE
HUMANITIES AND ARTS > EDUCATION AND EDUCATION SCIENCES > VALUES EDUCATION > LEISURE AND EDUCATION
Keywords:
Digital games
Digital games based learning
Serious games
Education
Digital literacy
Location-based games
Augmented reality games
Multiplayer games
Digital learning environments
Description:
Abstract:
Beyond their entertainment value, digital games have evolved into media of expression, the transmission of messages and ideas, educational tools, sources of inspiration and learning, cultural artefacts, and hubs for the development of cultural content. The present textbook captures some aspects of games that shape the gaming experience and the gaming culture(s). Digital games are situated within a matrix of factors relevant to learning. Their relationship with these factors and their social and cultural context is further explored. Examples of games, practices, and processes from the broader field of digital games are presented, including commercial, entertainment, and serious games. The textbook is divided into 12 chapters, which often intersect and connect, as many topics can span multiple thematic areas. The chapter structure follows a gradual progression of conceptual complexity, starting with the definition of basic concepts and the taxonomies of games, and progressing to more complex topics such as the expression of ideas, values, and messages conveyed via digital games, skills supported, digital game literacy, design, development and evaluation, and perceptions regarding issues of addiction and aggressive behaviour. However, linear reading of the textbook is not necessary; readers may choose the order and the chapter they wish to engage with and refer to previous or subsequent chapters for clarifications on concepts that may be unclear. Each chapter is accompanied by indicative activities or topics for reflection and discussion. Additionally, the textbook is accompanied by supplementary material, such as resources and further analyses, available on the Digital Games and Learning website (Kallipos Handbook + Supplementary Material) https://eclass.uoa.gr/courses/ECD533/.
Linguistic Editors: Iordanidou, Dossy
Graphic Editors: Avgoustiniatou, Άννα
Type: Undergraduate textbook
Creation Date: 12-02-2024
Item Details:
ISBN 978-618-228-021-8
License: Attribution - NonCommercial - ShareAlike 4.0 International (CC BY-NC-SA 4.0)
DOI http://dx.doi.org/10.57713/kallipos-250
Handle http://hdl.handle.net/11419/9738
Bibliographic Reference: Voulgari, I., Roinioti, E., Koutromanos, G., Sintoris, C., & Manesis, D. (2024). Digital games and learning [Undergraduate textbook]. Kallipos, Open Academic Editions. https://dx.doi.org/10.57713/kallipos-250
Language: Greek
Consists of:
1. Defining digital games
2. Taxonomies and categories
3. Motivation and engagement
4. Developing cognitive skills
5. Developing social skills
6. Learning beyond the boundaries of the game
7. Digital games as media for expression
8. Digital games literacy
9. Digital games in the classroom
10. Designing and developing digital games
11. Evaluation and assessment of digital games
12. The discussion on the relation of digital games with addiction and aggressive behaviour
Number of pages 290
Publication Origin: Kallipos, Open Academic Editions
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