Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.
I read this book to gain some insights for a 'gamification' initiative that I participate in, at my workplace.
The book has some stunning facts and figures that Marc Prensky cites to build his case. VERY impactful. In addition, I agree that with revolutionary advances in technology and virtual reality simulations, we desperately need more gaming in learning. Of course, this is easy to achieve by moving from content-centric teaching to learner-centric methodologies.
It made for absorbing reading, especially because the author has included rich research facts and case studies that provide not just anecdotal evidence but also statistical evidence.
However, it would've been a better read if Mr. Prensky had focused a bit more on non-US situations as well. I'd surely have obtained more value if he'd drawn up a global picture. Also, at times his tone gets a little preachy and evangelical.
As an aside to the publisher, please fire your editor(s). It is very distracting to have grammar errors and typos in a book that you're reading. And that too from a 'reputed' publisher. Sheesh!
It's hard to give this more than three stars only because the subject has gone far past what the author has written. There is valuable discussion on what makes a good game or "video game" but most of the examples are from business and about training personnel to do their j0bs. The author has made a name for himself with other books like "Don't Bother Me Mom---I'm Learning" and by coining the phrase "digital natives" but there is very little here by digital game-based learning in schools which would make it much more interesting read to teachers and parents. I think times have change since he published his book in 2001.
It took me a while to finish reading this one. The book is full of detailed information and Prensky sounds like an attorney, building a case for game-based learning. It is a wonderful and inspiring book, but it is a slow-paced reading.
You can probably tell from my last couple of entries that I'm taking a class on game-based instruction. I won't put all the class readings on here, just the ones that might appeal to a general audience. I'm enjoying the class, but this book, which is apparently regarded as a landmark in the field, is absolutely horrible. Prensky is a late-90's internet boom-style huckster, all about corporate partnerships with public institutions and monetizing errrrything. Since this book was originally published in 2000, it's pretty hilarious now to read his "success stories" of things like game-based ethics training for derivatives traders (nice work, team - that sure worked out great!). Or rather, it would be hilarious if it weren't so scary that policymakers seem to have learned nothing from the failures of technology and corporatization of education. When you have a hammer, everything looks like a nail, and when you have a bunch of shiny tech tools, the cure for every ill is more gadgets. So much discussion of educational delivery methods and tools, so little of what the substance or purpose of education should be. In 2000, there was going to be full employment and we'd all retire as millionaires! 2015 looks a lot different, but you'd hardly know it from the edtech conversation.
It is odd to read about BOOK that advocates learning from digital games, but I guess Prensky wanted to make the case to people like me who don't learn from such games.
The book, however, makes a cogent and easy to follow case for learning from digital games. In addition, it provides the conceptual framework for the types of games and how they align with different learning purposes.
Very helpful to people like me, who watch much younger people live their lives on these games to the complete mystery of their parents.
Prensky's approach to serious games is right where nearly everyone else in the field is wrong. While not coming directly from a traditional game design background, he does understand the necessity of FUN in games and strives to make sure that the mechanics of fun are foremost in the minds of the developer. This is an excellent read, not only for the games for change crowd, but also for the entertainment designed who would like to investigate the mechanics of what makes games so addictive.