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A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and...
Offering an innovative and dynamic approach to adult learning, Playful Learning explores the potential of play in adulthood with the goal of helping educators, corporate trainers and event designers incorporate play-based activities for adults into both educational and work settings. Through a comprehensive overview of the value of play in adulthood, this book responds to the growing popularity of playful events for adults in academic and business settings designed to promote higher levels of engagement. Drawing on the authors’ own decades of experience at the forefront of the field, this helpful reference incorporates strategies and techniques for bringing play into any learning design. Examples and case studies of successful playful design at conferences, training events, and in higher education illustrate what effective playful event design looks like in practice. With a multi-sector appeal that spans business, education and entertainment while bringing together practice and theory in an accessible manner, Playful Learning is a must-have resource for researchers, practitioners, managers and administrators alike.
Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.
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Reprint of the original, first published in 1874.
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