Digital Game-Based Learning

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McGraw-Hill, 2001 - Games - 442 pages
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Recognizing that people respond more effectively to speed, fun and graphics, Prensky’s revolutionary approach melds the engagement of fast-paced video games with serious business content to create better and more engaging training. Digital Game-Based Learning expands on his technique by explaining what digital game-based learning is, why it is different and better, why it’s not just another fad, where it can be used, and how to implement it. Brimming with case studies based on on-site visits to companies who have already successfully utilized this revolutionary training methodology, readers will discover new ways to better motivate and educate. A Web site — www.twitchspeed.com — linked to the guide will bring together the various people and companies involved in the game-based learning field and become a forum for the exchange of ideas.

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Review: Digital Game-Based Learning

User Review  - Dave - Goodreads

Prensky's approach to serious games is right where nearly everyone else in the field is wrong. While not coming directly from a traditional game design background, he does understand the necessity of ... Read full review

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Contents

INTRODUCTION BACKGROUND
1
The Digital GameBased Learning Revolution
9
The Games Generations How Learners Have Changed
35
Copyright

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About the author (2001)

Marc Prenskyis the founder, CEO and Creative Director of games2train.com, a pioneer in the field of Game-Based Learning. Prior to launching games2train.com, he was the vice president at the global financial firm Bankers Trust, where he founded what was then named Corporate Gameware as an internal startup. He was instrumental in getting Bankers Trust to adopt Game-Based learning to address the needs of its under-30 workers. Prensky also spent six years as the vice president of a Boston-based software company, where he developed the first Game-Based Learning applications for Harvard Business School, JP Morgan, The Boston Consulting Group, and many other clients. He has personally created over three dozen Game-Based Learning software games, including Internet and Corporate Gameware products, business simulations and trading games. His latest creations, Straight Shooter! (for Bankers Trust) and The Monkey Wrench Conspiracy (for think3 software) are the world's first fast-action videogame based training systems. His Internet Game-Based Learning products, Learning Solitaire, The Challenge, Learning Cube-Dude and other, break the mold of what is typically available as Internet training.Prensky holds a BA from Oberlin College, an MBA from Harvard Business School with distinction, and masters degrees from Middlebury and Yale. He is a frequent contributor to magazines and journals, and considered a noted authority in the learning field. He speaks extensively in the U.S., Europe, and Japan. For the past ten years, he has been speaking on the issues treated in this book at training, education and computer conferences. He has delivered talks at Organizational Learning conferences sponsored by The Conference Board in Chicago and by IBM in Tokyo. Additionally, he has keynoted conferences on Generational Change in the U.S. and in Europe.

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