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.
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.
![Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games](http://img.images-bn.com/static/redesign/srcs/images/grey-box.png?v11.10.4)
Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games
216![Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games](http://img.images-bn.com/static/redesign/srcs/images/grey-box.png?v11.10.4)
Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games
216Product Details
ISBN-13: | 9781476670546 |
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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 |