Book,

Digital game-based learning

.
McGraw-Hill, New York, (2004)

Abstract

Download Description --This text refers to the Digital edition. Book Info Presents an innovative approach to teaching and learning, both in the workplace and elsewhere: digital games. Suggests that traditional training step into the 21st century by offering a robust and internally-motivating way to meet the increasing demands of employer and employee. Offers examples of the implementation of these games in the workplace. --This text refers to the Hardcover edition. From the Author I wrote this book as a hands-on guide for anyone who has ever had trouble getting people (adults or kids) to learn things. Digital games are now being used to teach babies the alphabet, to help kids monitor their diabetes and overcome ADD, to teach both practical and tactical skills to the military, to teach financial derivatives to auditors and to teach CAD software to engineers, among many other things. And this is just the beginning -- ANYTHING can be taught more effectively through Digital Game-Based Learning.--This text refers to the Hardcover edition. From the Inside Flap The time has come for Digital Game-Based Learning. Thanks to the Internet, video games, and increasingly accessible cutting-edge technology, new thinking styles have emerged. The Nintendo and MTV generation processes information more rapidly than ever before, prefers graphics to text, and works on several fronts at once, making them champion multi-taskers. As a result, today's new workforce is eager for new challenges. But, so far, the traditional mainstream business world has done very little to accommodate them, particularly apparent in the realm of training sessions. The question arises: How do you train today's bright, young businesspeople for the rules of corporate life in ways that will effectively tap their learning potential - and won't put them to sleep? Written by former vice president of human resources at Bankers Trust and present founder, CEO and Creative Director of the groundbreaking games2train.com Web site, this timely and innovative book defines Digital Game-Based Learning, explains its advantages and benefits far into the future, where it can be used - and how. From derivatives trading to policies on sexual harassment, here are numerous practical ideas and examples of this revolutionary approach to motivating and educating twenty-something workers. Ranging from the use of simple card games and quizzes to twitch-speed games modeled on such popular PC games such as Doom and Quake, Digital Game-Based Learning leads the way in melding business conventions with the highly successful ways individuals learn today. In addition to an array of training ideas, contained here are the views of experts such as Nicholas Negroponte of MIT, Bran Ferren of Disney, J.C. Herz of the New York Times, and many others. Also included are fascinating and informative case studies, based on on-site visits, of many companies and institutions using game-based learning tools and techniques.--This text refers to the Hardcover edition. From the Back Cover The time has come for Digital Game-Based learning. Thanks to the Internet, video games, and increasingly accessible cutting-edge technology, new learning styles have emerged. The Nintendo and MTV generation process information more rapidly than ever before, prefer graphics to text, and work on several fronts at once, making them champion multi-taskers. As a result, today's new work force is eager for new challenges. But so far, the traditional mainstream business world has done very little to accommodate them, particularly apparent in the realm of training sessions. The question arises: How do you train today's bright young business people for the rules of corporate life in ways that will effectively tap their learning potential--and won't put them to sleep? From derivatives trading to policies on sexual harassment, here are numerous practical ideas and examples of this revolutionary approach to motivating and educating twenty-something workers. Ranging from the use of simple card games and quizzes to twitch-speed games modeled on such popular PC games as Doom and Quake, Digital Game-Based Learning leads the way in melding business conventions with the highly successful ways individuals learn today. In addition to an array of training ideas, contained here are the views of experts such as Bill Gates, Alan Kay of Disney, J.C. Herz of the New York Times, and many others. Also included are fascinating and informative case studies, based on on-site visits, of many companies and institutions utilizing game-based learning tools and techniques. Now employees--and their companies--can gain the full benefits of both today's sharp minds and advanced technologies.

Tags

Users

  • @jrennstich
  • @yish

Comments and Reviews