Synopses & Reviews
Everyone learns best when they are enjoying an activity - even adults prefer to learn through play! This book gives a wide range of ideas and practical activities to use computer games as learning tools with students aged 11+.
You don't need to be a computer whiz to use this book. From the practical aspects of purchasing and setting up equipment to integrating them into a lesson plan - and even using them without playing them - this book will add a new aspect to your subject to make it even more engaging and fascinating to your students. There are sections on:
- Integrating games into lessons
- Activities for using freely and commonly-available computer games and consoles
- Making your own games, and helping students to design computer games themselves
- Using games to differentiate for students of varying abilities and learning styles
By adding a new dimension to learning and teaching, computer games can be an enjoyable and fun addition to lessons and, as a result, produce lifelong learners.
Synopsis
This book provides practical strategies and activities for using digital games in teaching and learning with students aged 11+.
Table of Contents
Introduction \ What are Digital Games? \ A Very Brief History \ Why Use Digital Games? \
1. How To Use Computer Games In Learning and Teaching \ Equipment \ Integrating Games into Lessons \ Ideas for Lesson Activities \ Digital Games and Differentiation \
2. Computer Games \ Free Games \ Commercial Games \ Networked Games \
3. Console Games \ Xbox \ PlayStation \ Wii \ Handhelds and Portables \ Older Consoles \
4. Making Your Own Games \ Simple Game-Making for Teachers \ Simple Game-Making for Students \ In-Depth Game-Making \
5. Using Games Without Playing Them \ PSHE and Citizenship \ Theories and Philosophies \ Controversy \
6. A Future In Computer Games \ You don't have to study it... \ Advice to Give to Students Wanting to Work in Computer Games \
Conclusion \
Index