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  • © 2009

Games: Purpose and Potential in Education

  • Deals with foundations of educational gaming and learning

  • Content pervasive over time

  • There are currently no books that focus on how games can impact education

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Table of contents (9 chapters)

  1. Front Matter

    Pages i-xvii
  2. Once Upon a Game

    • Luca Botturi, Christian Sebastian Loh
    Pages 1-22
  3. Learning by Designing Homemade PowerPoint Games

    • Lloyd Rieber, Michael Barbour, Gretchen Thomas, Dawn Rauscher
    Pages 23-42
  4. Video Games, Learning, and “Content”

    • James Paul Gee
    Pages 43-53
  5. Fair Game

    • Kimberely Fletcher Nettleton
    Pages 55-72
  6. Video Game Pedagogy

    • Katrin Becker
    Pages 73-125
  7. Applying Pedagogy during Game Development to Enhance Game-Based Learning

    • Atsusi Hirumi, Christopher Stapleton
    Pages 127-162
  8. Video Games and Teacher Development: Bridging the Gap in the Classroom

    • Elizabeth Simpson, Susan Stansberry
    Pages 163-184
  9. Confronting the Dark Side of Video Games

    • Christian Sebastian Loh
    Pages 185-217
  10. Blogging the Future from Multiple Perspectives

    • Christopher T. Miller, Christian Sebastian Loh, Katrin Becker, Luca Botturi, Michael Barbour, Kimberely Fletcher Nettleton et al.
    Pages 219-249
  11. Back Matter

    Pages 251-259

About this book

The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background.

Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning.

This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.

Editors and Affiliations

  • Dept. Curriculum & Instruction, Morehead State University, Morehead, USA

    Christopher Thomas Miller

Bibliographic Information

  • Book Title: Games: Purpose and Potential in Education

  • Editors: Christopher Thomas Miller

  • DOI: https://doi.org/10.1007/978-0-387-09775-6

  • Publisher: Springer New York, NY

  • eBook Packages: Humanities, Social Sciences and Law, Education (R0)

  • Copyright Information: Springer-Verlag US 2009

  • Hardcover ISBN: 978-0-387-09774-9Published: 26 November 2008

  • Softcover ISBN: 978-1-4419-3533-5Published: 29 October 2010

  • eBook ISBN: 978-0-387-09775-6Published: 22 October 2008

  • Edition Number: 1

  • Number of Pages: XVII, 259

  • Topics: Educational Technology, Computers and Education

Buy it now

Buying options

eBook USD 79.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access