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Digital game-based learning

https://cwslc.andornot.com/en/permalink/catalog110133
Prensky, Marc. St. Paul, MN: Paragon House , 2001.
Material Type
Book
Call Number
REF AA 85 PRE 2001
Availability
1 copy, 1 available
Digital Game-Based Learning (DGBL) consists of two parts. In the first part, Prensky argues that the prevalence of video games has actually rewired our brains and made traditional learning methods less effective. In the second part, Prensky makes the case that DGBL can be used successfully by corpo…
Author
Prensky, Marc
Place of Publication
St. Paul, MN
Publisher
Paragon House
Publication Date
2001
Physical Description
Paperback, 442 p.
Subject
Education. Gaming
Abstract
Digital Game-Based Learning (DGBL) consists of two parts. In the first part, Prensky argues that the prevalence of video games has actually rewired our brains and made traditional learning methods less effective. In the second part, Prensky makes the case that DGBL can be used successfully by corporations to train people and offers practical advice (based on vast experience) about how to deploy game-based training methods. Throughout the book, Prensky examines aesthetic, cognitive and pedagogical questions surrounding such games and provides dozens of case studies to illustrate his points.
ISBN
1557788634
Language
English
Material Type
Book
Call Number
REF AA 85 PRE 2001

Copies

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