Book

Digital Game-Based Learning

📖 Overview

Digital Game-Based Learning explores how video games and digital technology can revolutionize learning and training across education and business. Prensky presents research and case studies demonstrating games' effectiveness for teaching complex skills and knowledge. The book outlines specific methods for designing and implementing game-based learning programs in schools and corporate environments. It addresses common objections to gaming in education while providing frameworks for measuring learning outcomes. The practical sections include templates for creating learning games and guidelines for choosing appropriate gaming approaches for different subjects and skills. Prensky draws from his experience developing game-based training programs for major organizations and educational institutions. At its core, this work challenges traditional notions about the division between education and entertainment, suggesting a future where effective learning naturally incorporates play and engagement.

👀 Reviews

Readers view this 2001 book as dated but containing foundational concepts about game-based learning that remain relevant. Multiple reviewers note Prensky's clear explanations of why games engage learners and his practical examples for implementation. Liked: - Real-world case studies from corporate training - Focus on learner motivation and engagement - Step-by-step guidelines for creating learning games - Balance of theory and practical application Disliked: - Examples and technologies feel obsolete - Writing style can be repetitive - Some sections drag with unnecessary detail - Cost-benefit analyses don't reflect current economics Ratings: Goodreads: 3.8/5 (86 ratings) Amazon: 4.1/5 (28 ratings) "Still has valuable insights about motivation and engagement, even if the specific games are outdated" - Goodreads reviewer "Too focused on business applications rather than education" - Amazon reviewer "The principles hold up but needs an updated edition" - LibraryThing reviewer

📚 Similar books

What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee Examines how video games create effective learning environments through principles that can be applied to education and training.

Reality Is Broken: Why Games Make Us Better and How They Can Change the World by Jane McGonigal Demonstrates how game mechanics and design principles can transform education, business, and social challenges into engaging learning experiences.

Learning by Playing: Video Gaming in Education by Fran C. Blumberg Presents research-based evidence on the cognitive benefits and educational applications of video games in formal learning environments.

The Game Believes in You: How Digital Play Can Make Our Kids Smarter by Greg Toppo Documents real-world cases of educators and institutions successfully implementing games to enhance student learning and engagement.

Play to Learn: Everything You Need to Know About Designing Effective Learning Games by Sharon Boller, Karl Kapp Provides a framework for creating educational games that balance learning objectives with game mechanics and player motivation.

🤔 Interesting facts

📚 Marc Prensky coined the widely-used terms "digital natives" and "digital immigrants" to describe those who grew up with digital technology versus those who adopted it later in life. 🎮 The book was published in 2001, the same year that Xbox and GameCube were released, marking a significant milestone in gaming history. 🧠 Prensky's research showed that game-based learning can increase student engagement by up to 70% compared to traditional teaching methods. 🌍 The book has been translated into more than 10 languages and has influenced educational policy in countries including Singapore, South Korea, and Finland. 💡 Before writing about educational gaming, Prensky worked as a corporate trainer for Fortune 500 companies and developed some of the earliest educational video games for the banking industry.