Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games

Digital role-playing games such as Rift, Diablo III, and Kingdoms of Amalur: Reckoning help players develop skills in critical thinking, problem solving, digital literacy, and lifelong learning. The author examines both the benefits and the drawbacks of role-playing games and their application to real-world teaching techniques. Readers will learn how to incorporate games-based instruction into their own classes and workplace training, as well as approaches to redesigning curriculum and programs.

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Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games

Digital role-playing games such as Rift, Diablo III, and Kingdoms of Amalur: Reckoning help players develop skills in critical thinking, problem solving, digital literacy, and lifelong learning. The author examines both the benefits and the drawbacks of role-playing games and their application to real-world teaching techniques. Readers will learn how to incorporate games-based instruction into their own classes and workplace training, as well as approaches to redesigning curriculum and programs.

39.95 In Stock
Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games

Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games

Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games

Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games

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Overview

Digital role-playing games such as Rift, Diablo III, and Kingdoms of Amalur: Reckoning help players develop skills in critical thinking, problem solving, digital literacy, and lifelong learning. The author examines both the benefits and the drawbacks of role-playing games and their application to real-world teaching techniques. Readers will learn how to incorporate games-based instruction into their own classes and workplace training, as well as approaches to redesigning curriculum and programs.


Product Details

ISBN-13: 9781476670546
Publisher: McFarland & Company, Incorporated Publishers
Publication date: 06/08/2018
Series: Studies in Gaming
Pages: 216
Product dimensions: 5.80(w) x 8.70(h) x 0.50(d)
Age Range: 18 Years

About the Author

Carly Finseth is the Senior Vice President of Education at Northwest Lineman College, where she leads and develops educational standards of excellence for the power delivery industry. Her work has appeared in such publications as the Journal of Technical Writing and Communication, the Journal of Applied Instructional Design, Kairos: A Journal of Rhetoric, Technology, and Pedagogy, the Journal of Teaching Writing and Computers and Composition Online. Series editor Matthew Wilhelm Kapell teaches American studies, anthropology, and writing at Pace University in New York.

Table of Contents

Table of Contents

Acknowledgments
Preface
Introduction
1. Games, Play and the Intersection of Learning
2. Games and the Humanities
3. Identity Creation and Customization: Finding One’s Place in the Game
4. Simplified Subset: Learning Without Risk of Failure
5. Exploration and Discovery
6. Achievements and Rewards
7. How Games Teach Their Players
8. Role-Playing Games and Instructional Design: Best Practices, Heuristics, Applications and Conclusions
Concluding Thoughts
Appendix: List of RPGs Considered for This Study
Chapter Notes
References
Index
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