Dr. Young Baek has published a new textbook on educational games.
Game-Based Learning: Theory, Strategies, and Performance Outcomes provides a much-needed guide to different forms and applications of digital games in teaching and learning. This book brings together researchers and practitioners from around the world who share their theories, strategies, findings of case studies, and practical approaches to support better performance and learning outcomes when learning with digital games.
Dr. Baek’s new book provides readers with three main sections of information. The first part provides a practical understanding of theory and research-based principles of game-based learning. This part overviews existing and emerging theories, which are presented in the form of case study findings and implications. The second part of the book gives readers the “how to” information to turn intellectual grounding into effective practice in digital game learning. The third and last part discusses practical approaches to help educators evaluate different aspects of learning within the context of game-based learning. Some topics covered in this book include:
- Augmented reality game-based learning
- The use of Amazon Echo in formal and informal learning
- Distinction between game-based learning, serious games, and gamification
- The importance of fun in gameplay
- Collaboration, cooperation, and competition using mobile games
- Effective design of instructional experiences in game-based learning
- The Metagame
- Practical approaches to evaluating learning with games
Digital games can help teach a wide variety of curriculum-specific content in academic disciplines, in addition to transferable skills such as problem-solving, critical thinking, or teamwork. Games can also be used to teach physical skills, cognitive strategies, and to change behaviors or attitudes. The value of game-based learning does not stop simply with their use as vehicles for delivering learning, but they can also be used as triggers for discussion or as a design activity where learning takes place through the design process.
Game-based learning is not just about teaching with games, but also about learning from games and applying gaming principles to teaching, and understanding the incidental learning that takes place while game play goes on, for example, the collaboration and mentoring that takes place in Massively Multiplayer Online Role Playing Games (MMORPGs). The case studies in this book explore game-based learning from a variety of perspectives, showing a range of different ways in which it can be applied to different teaching and learning context.
Problem-solving is a key goal of many types of games, be it strategic planning, lateral thinking, or how to work as a team to defeat a powerful enemy – which provides motivation and stimulus for learning.
Digital games are playing an increasing vital role in teaching and learning at all levels of education.
Dr. Baek is the director of the Game Studio, a research and development center in the Department of Educational Technology. He teaches introduction to Edutainment and Integrating Digital Games in the K-12 C
lassroom. Edutainment focuses on analyzing various types of entertainment tools to discover the qualities that make them fun. Then students attempt to incorporate these elements into learning activities.
This volume is Dr. Baek’s fourth textbook. It is priced at $279 from the publisher, Nova Science Publishers.