Digital Game-based Learning
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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The Digital GameBased Learning Revolution
The Games Generations How Learners Have Changed
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adults Adventure games Ameritrade approach audience Bankers Trust Based Learning boring brain called challenge Chapter classroom computer games consumer games corporate corporate university course create customers Danny Hillis Digital Game Digital Game-Based Learning edutainment effective email games employees engaging entertainment environment example experience feedback game design Game-Based Learning project goal graphics idea important interactive Internet Jeopardy kids Kowal learners learning games Lightspan look ment military million Monkey Wrench Conspiracy motivation multiplayer Nortel Networks Paula Young percent play player Pleasantville PricewaterhouseCoopers problems puter questions role Roller Coaster Tycoon says Seymour Papert skills story Straight Shooter strategy teach Telephone interview tell-test templates Tetris Thiagi things tion today's users video games