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Educational Games, Computers & Technology in Education, Teaching Aids & Devices
Digital Game-Based Learning by Marc Prensky β€” book cover

Digital Game-Based Learning

by Marc Prensky, Sivasailam Thiagarajan
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Overview


Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Synopsis

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.

Booknews

Prensky (CEO of a private firm) presents a strategic and tactical guide to a recent trend in learning<-->combining content with video games and computer games to engage young people entering the work force. With approximately 50 case studies and examples, he illustrates potential application of game-based learning to a variety of industries. Chapters provide background on the topic, explain how games teach, and show what some organizations are already doing. Annotation c. Book News, Inc., Portland, OR (booknews.com)

About the Author, Marc Prensky

MARC PRENSKY is a speaker, writer, consultant, and designer in the critical areas of education and learning. He is the founder and CEO of Games2train and a pioneer in the field of game-based learning. He has been featured in the New York Times, The Wall Street Journal , and The Economist , has appeared on the BBC, CNN, MSNBC, and PBS, and was named one of the "top ten visionaries" by Training magazine.

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Editorials

Booknews

Prensky (CEO of a private firm) presents a strategic and tactical guide to a recent trend in learning<-->combining content with video games and computer games to engage young people entering the work force. With approximately 50 case studies and examples, he illustrates potential application of game-based learning to a variety of industries. Chapters provide background on the topic, explain how games teach, and show what some organizations are already doing. Annotation c. Book News, Inc., Portland, OR (booknews.com)

Maxis - Will Wright

β€œA must-read both for educators interested in interactive educational technologies and for game developers looking to maximize the social impact of their work.”

EVP, Human Resources,

β€œMarc’s book is a β€˜must-read’ for business managers and HR directors as well.”

TRENDS e-letter

β€œThis is a breakthrough book that looks at learning as a high activity, high engagement and high intensity process. Marc Prensky has written a must-read book for our field!”

Book Details

Published
March 1, 2007
Publisher
Paragon House Publishers
Pages
464
Format
Paperback
ISBN
9781557788634

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