Game On: Using Digital Games to Transform Teaching, Learning, and Assessment - a practical guide for educators to select and tailor digital games to their students' needs
Discover how digital gaming can improve learning and prepare students for successful futures. The authors-both experienced educators and enthusiastic gamers-contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I's of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources
I liked this one! Simple and easy to digest, with lots of rich information and relevant examples of gamified education. Includes info on designing one's own game, but also for identifying and evaluating existing educational games. Given that game design is an extremely laborious process, I appreciated the attention to already-existing resources as examples as well as useful tools.