Conditions of Use
Great initial summary of the state of learning and educational gaming, game design, and simulation applications. t is a quick read with good inclusion of additional digital and multimedia resources. Another great inclusion is the links to game... read more
Great initial summary of the state of learning and educational gaming, game design, and simulation applications. t is a quick read with good inclusion of additional digital and multimedia resources. Another great inclusion is the links to game and simulation design tools as well as links to examples of serious, educational, and instructional games and simulations. This text would serve as a great starting point for instructors or instructional designers creating an online course on game-based learning or game-based learning design (with learning objectives summaries, discussion question examples for each major section, and class activity/project ideas). The game, simulation, and virtual examples are especially helpful when the authors tie instructional design theory to applied best practices.
The content of this textbook is accurate and well-researched and successfully covers a large field of study.
The content is very relevant, giving examples of many milestones in educational and learning games and simulations.
The authors are clear, organized, and consistent, and I appreciate the Learning Objectives given at the beginning of each chapter. A new revision of the book could look at revising the visual clarity of the figures and the inclusion of examples in Part VI.
The book is consistent, which helps the reader jump between sections; terminology and definitions are the same throughout the text.
Chapters in the book are modular and can easily be reorganized by an instructor. For instance, the sections on Virtual Worlds, Virtual Reality, and Augmented Reality can easily be re-arranged and taught/assigned first before the Simulation sections and before the Gaming sections based on learner needs and learning objectives.
The text is logically organized, while successfully modular, if I were using this text in my class I would keep the textbook organized the way it is in terms of the presentation of content.
Some figures and pictures are fuzzy and hard to see and read, possibly some resolution issues while being inserted into the text, or in the conversion upload process. Looks like some examples are missing from Section VI? (there are blank pages in the PDF version of the text?). Full 5 stars once these interface issues are corrected.
The text appears to have been well proofread and looks to be free from any major grammatical errors.
The text does not appear to have any cultural insensitivity issues and is bias-free.
I look forward to the next edition of this book!
Table of Contents
- Suggested Learning Outcomes
- I. Chapter 1- Overview of the Game-Based and Adaptive Learning
- II. Chapter 2- Games in Education
- III. Chapter 3- Simulations
- IV. Chapter 4- Gamification
- V. Chapter 5- Virtual Worlds
- VI. Chapter 6- Faculty Showcase
- VII. Chapter 7- Suggested Assignments
- Appendix I: Handout to investor groups from Investor-Entrepreneur Simulation
- Appendix II: Handout to investor groups from Investor-Entrepreneur Simulation
About the Book
This book is designed to accompany a graduate-level instructional design course: Game-Based and Adaptive Learning, but could also be used for undergraduate teacher education or instructional design courses.
The original texts and material for this book came from the development of a course for Brandeis University as part of their MS in Learner Experience Design program. This material can be used to teach pre-service teachers, in-service teachers, and instructional designers about game-based and adaptive learning. Assessments used in the actual Game-based and Adaptive Learning course are included in the final chapter and serve as recommendations for assessments of the learning outcomes. The material in this book pairs well with Using Game-Based Learning Online – A Cookbook of Recipes by The EGG.
The Faculty Showcase materials were developed by dedicated faculty during the course of a year-long game development workshop in which faculty were introduced to GBL, developed game prototypes, played a variety of games, and finally playtested their designs. The work they continue to do in the area of GBL is part of the inspiration for this book. If you would like to contribute your own case study, please contact me at firstname.lastname@example.org for consideration.
Carrie Lewis Miller, Ph.D.- editor/author- Instructional Designer, Minnesota State University, Mankato
About the Contributors
Carrie Lewis Miller, Ph.D., Instructional Designer, Minnesota State University, Mankato
Odbayar Batsaikhan, Minnesota State University, Mankato
Elizabeth Pluskwik, Minnesota State University, Mankato