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Preface |
6 |
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Who This Book Is for |
6 |
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What This Book Covers |
7 |
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How This Book Is Structured |
7 |
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What You Can Get Out of This Book |
8 |
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Conventions Used in the Book |
9 |
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Contents |
10 |
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List of Figures |
22 |
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List of Tables |
26 |
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Part I: Context |
27 |
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Chapter 1: What Is It About Games? |
28 |
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1.1 What Is a Game? |
29 |
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1.1.1 Defining “Game” |
30 |
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1.2 Why We Need to Analyze Games |
31 |
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1.3 Why Games? |
33 |
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1.3.1 Games in Society |
34 |
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1.3.2 Games in Education |
35 |
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1.3.3 Talking About Games |
36 |
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1.3.3.1 Digital vs. Analog |
36 |
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1.3.3.2 Game vs. Simulation |
37 |
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1.3.3.3 Computer Game vs. Computer-Mediated Game |
37 |
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1.3.3.4 Digital Game-Based Learning (DGBL) vs. Digital Game Pedagogy (DGP) vs. Gamification |
37 |
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1.3.3.5 Serious Game |
38 |
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1.3.3.6 Commercial Off-the-Shelf Games |
38 |
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1.3.4 Going Digital |
40 |
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1.4 Games Now |
43 |
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1.5 Summary |
44 |
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References |
46 |
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Chapter 2: Digital Game-Based Learning: Learning with Games |
49 |
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2.1 Theoretical Underpinnings of DGBL |
50 |
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2.1.1 Learning Theories |
52 |
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2.1.1.1 Behaviorist Approaches |
55 |
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Operant Conditioning |
55 |
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Connectionism |
56 |
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Conditions of Learning |
56 |
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2.1.1.2 Cognitive Approaches |
57 |
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Schemata |
57 |
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Cognitive Development |
58 |
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Attribution Theory |
59 |
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Cognitive Apprenticeship |
60 |
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Cognitive Load Theory |
61 |
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2.1.1.3 Social Learning Approaches |
61 |
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Social Learning Theory |
61 |
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Social Development Theory |
62 |
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Social Constructivism |
63 |
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Situated Learning |
64 |
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2.1.1.4 Constructivist Approaches |
64 |
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Actor–Network Theory |
64 |
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Discovery Learning |
65 |
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Activity Theory |
65 |
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Constructionism |
66 |
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2.1.1.5 Humanist Approaches |
67 |
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Experiential Learning |
67 |
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Maslow’s Hierarchy of Needs |
68 |
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Self-Determination Theory |
69 |
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Flow |
71 |
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2.2 The Clark–Kozma Debate, Revisited |
72 |
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2.3 All Games Teach |
75 |
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2.4 Why Games? |
75 |
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2.5 Why NOT Games? |
77 |
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2.6 Games Literacy |
79 |
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2.6.1 Play Is the Beginning of Knowledge |
79 |
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2.6.2 Media Literacy and Games |
79 |
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2.7 Summary |
80 |
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References |
81 |
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Chapter 3: Digital Game Pedagogy: Teaching with Games |
86 |
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3.1 Introduction |
87 |
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3.2 Studying the Masters |
88 |
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3.2.1 Choosing Good Games |
89 |
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3.3 Instructional Design Theory |
89 |
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3.3.1 Didactic Approaches |
92 |
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3.3.1.1 Gagné’s Nine Events |
93 |
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3.3.1.2 Reigeluth’s Elaboration Theory |
96 |
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3.3.1.3 Merrill’s First Principles |
97 |
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3.3.2 Instructionist Approaches |
98 |
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3.3.2.1 Spiral Instruction |
99 |
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3.3.2.2 Programmed Instruction |
100 |
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3.3.2.3 Direct Instruction |
101 |
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3.3.3 Bricolage |
102 |
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3.3.3.1 Problem-Based Learning |
102 |
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3.3.3.2 Situated Learning |
104 |
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3.3.3.3 Discovery Learning |
106 |
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3.3.4 Hermeneutic Approaches |
107 |
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3.3.4.1 Activity Theory |
107 |
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Subject |
108 |
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Object |
108 |
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Tools |
109 |
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Rules |
109 |
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Community |
110 |
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Division of Labor |
110 |
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3.3.4.2 Constructivist Learning Environments |
110 |
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3.3.4.3 ARCS |
112 |
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3.3.5 Cognitive Approaches |
113 |
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3.3.5.1 Advance Organizers |
113 |
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3.3.5.2 Information Processing |
114 |
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3.3.5.3 Cognitive Apprenticeship |
116 |
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3.4 Game Elements |
117 |
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3.5 Summary |
117 |
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References |
119 |
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Part II: Choosing Games |
121 |
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Chapter 4: Commercial Off-the-Shelf Games (COTS) |
122 |
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4.1 Introduction |
123 |
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4.2 Digital Games Are Special |
124 |
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4.3 Fitness for Purpose |
127 |
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4.3.1 Advantages to Using COTS Games |
127 |
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4.3.2 Disadvantages to Using COTS Games |
129 |
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4.3.3 Games for Content |
131 |
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4.3.3.1 Angry Birds |
131 |
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4.3.3.2 Civilization IV |
132 |
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4.3.3.3 The SIMs |
132 |
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4.3.3.4 FIFA Soccer |
132 |
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4.3.3.5 Roller Coaster Tycoon |
133 |
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4.3.3.6 Assassin’s Creed |
133 |
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4.3.4 Games as Environments |
134 |
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4.3.4.1 Minecraft |
134 |
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4.3.4.2 Portal |
135 |
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4.3.5 Games as Literature |
135 |
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4.3.5.1 Gone Home |
136 |
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4.4 Summary |
137 |
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References and Resources |
138 |
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Resources |
138 |
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References |
138 |
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Chapter 5: A Magic Bullet |
140 |
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5.1 Introduction |
142 |
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5.1.1 Informal Research |
142 |
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5.1.2 Formal Research on Games |
144 |
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5.1.3 Playing Games |
145 |
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5.1.4 A Better Way |
145 |
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5.2 The Magic Bullet Model |
146 |
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5.2.1 Things We CAN Learn (CL) |
148 |
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5.2.2 Things We MUST Learn (ML) |
148 |
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5.2.3 External Learning (EL) |
149 |
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5.2.4 Coincidental Learning |
149 |
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5.2.5 Variations on a Theme |
150 |
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5.2.5.1 Equal Balance |
150 |
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Can Learn > Must Learn 1 |
150 |
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Can Learn > Must Learn 2 |
151 |
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Can Learn > Must Learn 3 |
152 |
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Can Learn> Must Learn 4 |
153 |
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5.2.5.2 Must ?? Can |
154 |
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MUST Learn ? CAN Learn |
154 |
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MUST Learn ? CAN Learn 1 |
155 |
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MUST Learn ? CAN Learn 2 |
155 |
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MUST Learn ? CAN Learn 3 |
158 |
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MUST Learn ? CAN Learn 4 |
159 |
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5.2.5.3 Must > Can |
159 |
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MUST Learn > CAN Learn |
159 |
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MUST Learn > CAN Learn 1 |
160 |
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MUST Learn > CAN Learn 2 |
160 |
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5.2.5.4 Must ? Can |
161 |
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MUST Learn ? CAN Learn |
161 |
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MUST Learn ? CAN Learn 2 |
162 |
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MUST Learn ? CAN Learn 3 |
163 |
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5.2.5.5 Thin Games |
163 |
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Thin Game |
163 |
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Thin Game 1 |
164 |
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Thin Game 2 |
165 |
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5.3 Magic Bullet for Education |
165 |
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5.3.1 Operational Learning |
167 |
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5.3.2 Educational Learning |
168 |
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5.3.3 Discretionary Learning |
168 |
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5.4 Summary |
169 |
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References and Resources |
170 |
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References |
170 |
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Chapter 6: Evaluating Games |
172 |
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6.1 Introduction |
173 |
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6.2 What’s Important in a Game for Learning? |
174 |
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6.3 What Roles Do Teachers Play? |
175 |
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6.4 Decorative Media Principle |
176 |
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6.5 Becker’s Lazy Test (a.k.a. the BLT) |
179 |
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6.6 The Four Pillars |
180 |
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6.6.1 Gameplay |
181 |
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6.6.1.1 Content and Originality |
182 |
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6.6.1.2 Game Mechanics |
182 |
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6.6.1.3 Game Progression |
183 |
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6.6.1.4 Artistic Design |
183 |
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6.6.1.5 Set, Settings, Characters, and Costumes |
183 |
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6.6.1.6 Audio |
184 |
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6.6.2 Educational Content |
184 |
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6.6.2.1 Instructional Strategies |
184 |
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6.6.2.2 Instructional Design |
185 |
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6.6.2.3 Objectives |
186 |
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6.6.2.4 Integration |
186 |
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6.6.2.5 Accuracy |
187 |
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6.6.2.6 Assessment |
187 |
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6.6.3 Teacher Support |
188 |
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6.6.3.1 Teacher’s Guide |
188 |
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6.6.3.2 Plug N’ Play |
190 |
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6.6.3.3 Supplementary Resources |
190 |
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6.6.3.4 Community |
190 |
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6.6.4 Magic Bullet Rating |
190 |
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6.6.4.1 Overall Balance |
191 |
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6.6.4.2 Can vs. Must |
191 |
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6.6.4.3 Operational vs. Educational |
191 |
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6.6.4.4 Educational vs. Discretionary |
192 |
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6.7 Summary |
192 |
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References |
193 |
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Chapter 7: 4PEG in Action |
195 |
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7.1 Introduction |
195 |
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7.2 September 12 |
197 |
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7.2.1 Game Description |
198 |
|
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7.2.1.1 Summary Review |
198 |
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7.2.1.2 Game Overview |
199 |
|
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7.2.2 Educational Review |
200 |
|
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7.2.2.1 Teacher Support |
200 |
|
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7.2.2.2 Educational Content |
200 |
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7.2.2.3 Magic Bullet Assessment |
200 |
|
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7.2.2.4 Instructional Strategies |
201 |
|
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7.2.2.5 Possible Uses and Affordances |
201 |
|
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7.3 Osy Osmosis |
202 |
|
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7.3.1 Game Description |
203 |
|
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7.3.1.1 Summary Review |
203 |
|
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7.3.1.2 Game Overview |
203 |
|
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7.3.2 Educational Review |
205 |
|
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7.3.2.1 Teacher Support |
205 |
|
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7.3.2.2 Educational Content |
205 |
|
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7.3.2.3 Magic Bullet Assessment |
206 |
|
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7.3.2.4 Instructional Strategies |
206 |
|
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7.3.2.5 Possible Uses and Affordances |
206 |
|
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7.4 Real Lives |
207 |
|
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7.4.1 Game Description |
208 |
|
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7.4.1.1 Summary Review |
208 |
|
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7.4.1.2 Game Overview |
209 |
|
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7.4.2 Educational Review |
210 |
|
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7.4.2.1 Teacher Support |
210 |
|
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7.4.2.2 Educational Content |
210 |
|
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7.4.2.3 Magic Bullet Assessment |
211 |
|
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7.4.2.4 Instructional Strategies |
211 |
|
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7.4.2.5 Possible Uses and Affordances |
212 |
|
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7.5 Math Blaster |
212 |
|
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7.5.1 Game Description |
213 |
|
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7.5.1.1 Summary Review |
213 |
|
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7.5.1.2 Game Overview |
214 |
|
|
7.5.2 Educational Review |
215 |
|
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7.5.2.1 Teacher Support |
215 |
|
|
7.5.2.2 Educational Content |
215 |
|
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7.5.2.3 Magic Bullet Assessment |
216 |
|
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7.5.2.4 Instructional Strategies |
216 |
|
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7.5.2.5 Possible Uses and Affordances |
216 |
|
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7.6 Gone Home |
217 |
|
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7.6.1 Game Description |
218 |
|
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7.6.1.1 Summary Review |
218 |
|
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7.6.1.2 Game Overview |
218 |
|
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7.6.2 Educational Review |
219 |
|
|
7.6.2.1 Teacher Support |
219 |
|
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7.6.2.2 Educational Content |
220 |
|
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7.6.2.3 Magic Bullet Assessment |
221 |
|
|
7.6.2.4 Instructional Strategies |
221 |
|
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7.6.2.5 Possible Uses and Affordances |
221 |
|
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7.7 Minecraft |
222 |
|
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7.7.1 Game Description |
223 |
|
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7.7.1.1 Summary Review |
223 |
|
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7.7.1.2 Game Overview |
224 |
|
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7.7.2 Educational Review |
224 |
|
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7.7.2.1 Teacher Support |
224 |
|
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7.7.2.2 Educational Content |
225 |
|
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7.7.2.3 Magic Bullet Assessment |
226 |
|
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7.7.2.4 Instructional Strategies |
226 |
|
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7.7.2.5 Possible Uses and Affordances |
227 |
|
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7.8 Portal 2 |
227 |
|
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7.8.1 Game Description |
228 |
|
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7.8.1.1 Summary Review |
228 |
|
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7.8.1.2 Game Overview |
229 |
|
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7.8.2 Educational Review |
230 |
|
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7.8.2.1 Teacher Support |
230 |
|
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7.8.2.2 Educational Content |
230 |
|
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7.8.2.3 Magic Bullet Assessment |
231 |
|
|
7.8.2.4 Instructional Strategies |
231 |
|
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7.8.2.5 Possible Uses and Affordances |
231 |
|
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7.9 Summary |
232 |
|
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References and Resources |
234 |
|
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Resources |
234 |
|
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References |
234 |
|
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Part III: Using Games |
235 |
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Chapter 8: Designing Game-Based Pedagogy |
236 |
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8.1 Introduction |
237 |
|
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8.2 The Myth of the Digital Native |
238 |
|
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8.3 Teacher Roles and the Magic Circle |
239 |
|
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8.4 Beginning at the Beginning |
242 |
|
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8.5 Instructional Design and Lesson Planning Are Wicked Problems |
243 |
|
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8.6 Instructional Design Models for DGBL |
246 |
|
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8.6.1 Generalist Models |
246 |
|
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8.6.1.1 A.D.D.I.E. |
246 |
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8.6.1.2 Design by Query |
248 |
|
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8.6.1.3 Merrill’s First Principles |
250 |
|
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8.6.2 Agile Models |
250 |
|
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8.6.2.1 Wiggins and McTighe |
250 |
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8.6.2.2 Rapid Prototyping |
250 |
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8.6.2.3 Hannafin and Peck |
252 |
|
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8.6.3 Detailed Models |
252 |
|
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8.6.3.1 Gerlach and Ely |
252 |
|
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8.6.3.2 Morrison, Ross and Kemp |
252 |
|
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8.6.3.3 Dick and Carey |
253 |
|
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8.6.4 Applied Models |
255 |
|
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8.6.4.1 Serious ID |
256 |
|
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8.6.4.2 Gamified ID |
256 |
|
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8.6.4.3 Game-Based Learning ID |
257 |
|
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8.7 Summary |
259 |
|
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References |
260 |
|
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Chapter 9: Game-Based Lessons |
262 |
|
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9.1 Introduction |
263 |
|
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9.2 15 Ways to Use Games in the Classroom |
264 |
|
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9.2.1 Content |
264 |
|
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9.2.2 Process |
265 |
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9.2.3 Example (Case Study) |
266 |
|
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9.2.4 Counter-Example |
267 |
|
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9.2.5 Inspiration |
268 |
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9.2.6 Literature |
269 |
|
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9.2.7 Art |
269 |
|
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9.2.8 Music |
270 |
|
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9.2.9 Lesson Opener |
271 |
|
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9.2.10 Homework |
272 |
|
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9.2.11 Medium |
273 |
|
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9.2.12 Environment |
274 |
|
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9.2.13 Virtual Environment |
274 |
|
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9.2.14 Optional |
275 |
|
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9.2.15 Pastime/Reward |
276 |
|
|
9.3 101 Instructional Strategies for DGBL |
276 |
|
|
9.3.1 1st TRIP (First TRIP) |
277 |
|
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9.3.2 3–2–1 (Three–Two–One) |
278 |
|
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9.3.3 Abstracting |
278 |
|
|
9.3.4 Action Projects |
278 |
|
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9.3.5 AGO (Aims, Goals, Objectives) |
279 |
|
|
9.3.6 AIDA (Analysis of Interactive Decision Areas) |
279 |
|
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9.3.7 Alternative Scenarios |
280 |
|
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9.3.8 Anticipation Guide |
280 |
|
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9.3.9 Apprenticeships |
281 |
|
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9.3.10 Artifact Strategy |
281 |
|
|
9.3.11 Autobiographies |
281 |
|
|
9.3.12 Before, During, and After |
282 |
|
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9.3.13 Biopoems |
282 |
|
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9.3.14 Cascade |
283 |
|
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9.3.15 Case Studies |
283 |
|
|
9.3.16 Checklist |
283 |
|
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9.3.17 Collections |
284 |
|
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9.3.18 Collective Notebook |
284 |
|
|
9.3.19 Competitions |
284 |
|
|
9.3.20 Completed Work Chart |
285 |
|
|
9.3.21 Compositions |
285 |
|
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9.3.22 Conflict Chart |
286 |
|
|
9.3.23 Creative Problem Solving |
286 |
|
|
9.3.24 Critical Incident Questionnaires (CIQ) |
287 |
|
|
9.3.25 Critique |
287 |
|
|
9.3.26 CROWN |
288 |
|
|
9.3.27 DPTA (Directed Playing Thinking Activity) |
288 |
|
|
9.3.28 Data Analysis |
289 |
|
|
9.3.29 Debriefing |
289 |
|
|
9.3.30 Double Entry Journal |
289 |
|
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9.3.31 Exit/Admit Slips |
290 |
|
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9.3.32 Expectation Outline |
290 |
|
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9.3.33 Experiments |
290 |
|
|
9.3.34 Fan Fiction |
291 |
|
|
9.3.35 Field Guides |
291 |
|
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9.3.36 Field Logs |
291 |
|
|
9.3.37 Field Trips |
292 |
|
|
9.3.38 Find the Fib |
292 |
|
|
9.3.39 Find the Rule |
292 |
|
|
9.3.40 Flow Charts |
293 |
|
|
9.3.41 Game Box |
293 |
|
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9.3.42 Game Club |
293 |
|
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9.3.43 Game Kits |
294 |
|
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9.3.44 Game Logs |
294 |
|
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9.3.45 Game Pitch |
294 |
|
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9.3.46 Game Reports |
295 |
|
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9.3.47 Game Talk |
295 |
|
|
9.3.48 Guided Practice |
295 |
|
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9.3.49 Independent Playing Programs |
296 |
|
|
9.3.50 Interdisciplinary (Cross-Curricular) Teaching |
296 |
|
|
9.3.51 Journal |
296 |
|
|
9.3.52 Justifying |
297 |
|
|
9.3.53 Knowledge Rating |
297 |
|
|
9.3.54 KWHL |
297 |
|
|
9.3.55 Learning Contracts |
298 |
|
|
9.3.56 Learning Stations |
298 |
|
|
9.3.57 Letters from Previous Players |
299 |
|
|
9.3.58 Machinima |
299 |
|
|
9.3.59 Muddiest Point |
299 |
|
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9.3.60 Olympiads |
300 |
|
|
9.3.61 Pair Play or Team Play |
300 |
|
|
9.3.62 Paired Annotations |
300 |
|
|
9.3.63 Playing Out Loud |
301 |
|
|
9.3.64 Portfolio |
301 |
|
|
9.3.65 Position Paper |
301 |
|
|
9.3.66 Possible Dialog/Possible Statements |
302 |
|
|
9.3.67 Precision Playing |
302 |
|
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9.3.68 Predictions |
302 |
|
|
9.3.69 PROP Advance Organizer |
303 |
|
|
9.3.70 Question the Developer |
303 |
|
|
9.3.71 Recall, Summarize, Question, Comment, and Connect (RSQC2) |
303 |
|
|
9.3.72 Reflection Logs |
304 |
|
|
9.3.73 RELATE Table |
304 |
|
|
9.3.74 Relay Summary |
305 |
|
|
9.3.75 Retelling the Story |
305 |
|
|
9.3.76 Rewrite the Ending |
306 |
|
|
9.3.77 Role-Playing |
306 |
|
|
9.3.78 Role/Audience/Format/Topic (RAFT) |
306 |
|
|
9.3.79 S.W.O.T. Analysis (SWOT) |
307 |
|
|
9.3.80 Scale Models and Drawings |
307 |
|
|
9.3.81 SCAMPER |
308 |
|
|
9.3.82 Screenshots |
308 |
|
|
9.3.83 Self-Selected Gaming |
309 |
|
|
9.3.84 Send-A-Problem |
309 |
|
|
9.3.85 Shared Gaming |
309 |
|
|
9.3.86 Shadowing |
310 |
|
|
9.3.87 SOAPSS |
310 |
|
|
9.3.88 Storyboards and Story Maps |
310 |
|
|
9.3.89 Structured Learning Team Group Roles |
311 |
|
|
9.3.90 Supervised Practice |
312 |
|
|
9.3.91 TAPPS (Thinking Aloud Pair Problem Solving) |
312 |
|
|
9.3.92 Teams-Games-Tournaments (TGT) |
312 |
|
|
9.3.93 Through the Eyes of the Enemy |
313 |
|
|
9.3.94 Value Line |
313 |
|
|
9.3.95 Video |
314 |
|
|
9.3.96 Walkthroughs |
314 |
|
|
9.3.97 What Would/Should X Do? (WWXD or WSXD) |
314 |
|
|
9.3.98 Who Am I? Why Am I? |
315 |
|
|
9.3.99 Working Backwards |
315 |
|
|
9.3.100 Writing |
315 |
|
|
9.3.101 YouTube |
316 |
|
|
9.4 Summary |
316 |
|
|
References |
317 |
|
|
Chapter 10: Creating DGBL Lesson Plans and Curricula |
319 |
|
|
10.1 Introduction |
320 |
|
|
10.2 Lesson Plans for Games |
321 |
|
|
10.3 Anatomy of a Lesson Plan |
323 |
|
|
10.4 Template: Single Lesson |
327 |
|
|
10.4.4 Example 1: Grade 3 Social Studies with Real Lives |
330 |
|
|
10.4.5 Example 2: Grade 7 Science with Osy Osmosis |
334 |
|
|
10.4.6 Example 3: Grade 12 Social Studies with September 12 |
336 |
|
|
10.5 Template: Unit |
339 |
|
|
10.5.1 Grade 12 English Language Arts Unit with Gone Home |
341 |
|
|
10.5.2 Unit Plan Template |
342 |
|
|
10.5.2.1 Overview of Lessons |
343 |
|
|
Lesson 1 Writes of Passage, Annotating a Foyer and Screenshot Citations |
343 |
|
|
Lesson 2 Ordering the Free-Roving Chaos |
344 |
|
|
Lesson 3 Sound Bites, Word Clouds, and Vision Quests |
344 |
|
|
Lesson 4 Bursting the Fantasy Classroom Bubble with Real World Reviews |
344 |
|
|
Lesson 5 and 6: Spoiler Alerts, Disposable Stories, and Non-perishable Narratives |
345 |
|
|
Lesson 7 and 8 Crafting an Epic Slideshow for a Purple Basketball Revelation |
345 |
|
|
10.6 Using Games as a Long-Term Resource |
345 |
|
|
10.7 Template: Semester |
346 |
|
|
10.7.1 Semester Plan: Grade 1 Science with Minecraft |
348 |
|
|
10.7.2 Videogame Long-Term Planning Template |
348 |
|
|
10.8 Summary |
351 |
|
|
References, Resources |
351 |
|
|
Resources |
351 |
|
|
References |
351 |
|
|
Chapter 11: End Game |
353 |
|
|
11.1 Embracing the Opportunities |
353 |
|
|
11.2 Addressing the Challenges |
354 |
|
|
11.3 The Next 10 Years |
356 |
|
|
11.4 Last Words |
357 |
|
|
References |
358 |
|
|
Chapter 12: Supplementary Materials |
359 |
|
|
12.1 Twenty Learning Theories Embodied in Games |
359 |
|
|
12.1.1 Behaviorist |
359 |
|
|
12.1.2 Cognitivist |
360 |
|
|
12.1.3 Social Learning |
361 |
|
|
12.1.4 Constructivist |
362 |
|
|
12.1.5 Humanist |
362 |
|
|
12.2 Fifteen Instructional Theories Embodied in Games |
363 |
|
|
12.2.1 Didactic |
363 |
|
|
12.2.2 Instructionist |
364 |
|
|
12.2.3 Bricolage |
364 |
|
|
12.2.4 Hermaneutic |
365 |
|
|
12.2.5 Cognitive |
365 |
|
|
12.3 Twelve Instructional Design Models for Using Games in the Classroom |
366 |
|
|
12.3.1 Generalist Models |
366 |
|
|
12.3.2 Agile Models |
367 |
|
|
12.3.3 Detailed Models |
367 |
|
|
12.3.4 Applied Models |
368 |
|
|
12.4 Fifteen Ways to Use Games in the Classroom |
368 |
|
|
12.5 One hundred and One Instructional Strategies for Use with Games |
370 |
|
|
12.6 Single Lesson Plan Template |
374 |
|
|
12.7 Unit Plan Template |
375 |
|
|
12.8 Course Plan Template |
376 |
|
|
12.9 Study Guide Template |
377 |
|
|
12.10 Teacher’s Guide Template |
379 |
|
|
12.11 Glossary |
380 |
|
|
12.12 Games and Other Software |
397 |
|
|
References |
418 |
|
|
Index |
419 |
|