eder 679.17 digital game based learning
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...top... katrin becker (C)2006 *disclaimer*
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Essentials - Summer 2006
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Course website: http://www.minkhollow.ca/EdTech/DGBL/ [you are here.]
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Instructor: Katrin Becker, MSc.
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Seminar: Tues./Thurs. 1:00 - 3:45 PM
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Office hrs: By Appointment
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Location: EDB 252
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This course is an introduction to the use of digital games and gaming for instruction and learning. In it, students explore the theories; possibilities, considerations and constraints related to the design of instructional games, and the use of learning and commercial entertainment games in classroom and out-of-class settings. Images from: http://www.free-computer-wallpapers.com/wallpapers-computer.htm (Final Fantasy XII) Definition: Serious Games: The use of computer and video games for non-entertainment purposes (i.e., public policy, education, corporate management, healthcare, military). The use of computer and video games for learning is an emerging area of research, and interest is growing rapidly. As a sub-field of Serious Games, digital game-based learning poses some unique problems and challenges. As more and more young people grow up with digital games as one of their primary forms of entertainment, it behooves us to become familiar with this genre, how it affects people, and how we might use it for educational goals. Computer technology has advanced to the point where it is feasible (we now have the horse-power to accomplish this) to use games in a classroom setting. "Computer pioneer Alan Kay (DARPA in the '60s, PARC in the '70s, now HP Labs) declares 'The sad truth is that 20 years or so of commercialization have almost completely missed the point of what personal computing is about.' He believes that PCs should be tools for creativity and learning, and they are falling short." |