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Title: Digital Game-Based Learning by Marc Prensky ISBN: 0-07-136344-0 Publisher: McGraw-Hill Trade Pub. Date: 12 December, 2000 Format: Hardcover Volumes: 1 List Price(USD): $29.95 |
Average Customer Rating: 4.27 (15 reviews)
Rating: 5
Summary: He gets it! Great book!
Comment: The book states a clear and persuasive case for digital game-based learning and its ability to adapt to the varying needs of today's workforce. I highly recommend this book for anyone seeking an effective approach to learner-centered training.
This book goes beyond providing a great survey of some of the most exciting learning games created. The author does a great job comparing the cultural differences between the "Games Generation" and its predecessors.
I believe this would be a great book for managers working with employees from the Games Generation, especially those that question the generation's work ethic. Members of the Games Generation don't need work that is fun all the time, but it does need to be captivating. Getting stuck in a game isn't fun, but it is incredibly engaging. This information may improve working relationships and bridge some generational gaps.
Rating: 5
Summary: Rich, Insightful Guide to E-Learning Games
Comment: When you set out to tell all about e-learning games, it helps to have a broad background. Harvard MBA Marc Prensky has been a professional musician, high school teacher, business consultant, corporate trainer, and creator of dozens of software e-learning games. He is now CEO of a game company. He brings to the subject an intense love that enables him to find value even in flawed efforts in this fledgeling field, yet he retains the critical capacity and balanced judgment that are the hallmarks of credibility. The book provides a provocative analysis of how widespread playing of video and computer games has created a new under-35 Games Generation that sees the world through radically different eyes than their parents, who can be at best "digital immigrants." Simply transferring tell-test and "sage on the stage" teaching methods to digital media, as many e-learning companies have done, misses the point, he explains. We need to exploit the opportunities to develop new, more engaging approaches--and that primarily means games. People will learn the most technical or boring subjects if presented as part of compelling, fun games. Prensky offers scores of case studies and war stories from practitioners in the corporate trenches. He ranges from simple quiz games to intensive virtual reality simulations, showing that often simple is better, that not only the type of learner but also the kind of subject/skill to be mastered should determine the approach, and that games possess inherent advantages over simulations. He laughs at the outrageous scenarios players deliberately generate in customer relationship games. He notes with respect the capacity of deep simulations and games to draw upon the insights of communities of experts worldwide to generate cutting-edge research results that can then be parlayed into real-world management systems. And he states six objections to e-learning games, then proceeds to blow them to bits like so many villains in a shooter game. In the book are many practical suggestions for getting an e-learning game project approved and funded as well as for how to bring it into reality. Of special value are its list of state-of-the-art games in various categories and its articulation of the advantages of each type. Two suggestions for the second edition: 1) Games and e-learning are at the cutting edge of a controversial transformation of cultures around the world, so it would be nice to have a chapter on e-learning games outside the United States; and 2) someone needs to explain to McGraw-Hill that publishing a book without first proofreading it is an insult to readers and a blot on the corporate escutcheon. In conclusion, e-learning games are a dynamic field that is wide open to creative initiative and promises major long-term benefits. Prensky's book is a rich, insightful guide and makes absorbing reading.
Rating: 4
Summary: Interesting overview but bland critques spoil the effect
Comment: This is a very timely book in my opinion. Prensky gives a reasonable overview of trends in games and several likely future developments. Copious lists of heuristics and tips are offered to the reader. Almost all the case studies have at least one useful insight - however many case studies drag on too long and are in need of substantial editing. Moreover, at least 50% of the case studies relate to corporate programmes which are not accessible to the general public - or the research community.
Prensky's writing style is intensely personal and his judgements are often based on subjective assesments. Worst of all, he turns over large sections of the book to game designers that uncritically trumpet their products. There is still something of value here, once you read between the lines.
In summation I found the reviews of trends and products useful. His explanation for what keeps a game's audience and market together (content) resonates with my own experiences. The book fell down by being mistitled. It is not about game based learning but about games and the opportunities for game based learning. Do no expect to build a 'learning' game from what is here - just not academic enough. The book has little if any information on existing game engines and how they might accommodate learning initiatives which is a major shortcoming. Secondly, many of the major points in the book flow from anecdotes and opinions. It is hard to assess their worth, but experience can be a better teacher on occasions than a library. Thirdly, the book plugs Prensky's own work fairly relentlessly. Good for him but it creates an imbalance in the presentation.
Overall, I found much in the book that was interesting and useful to know. If the opinion pieces were supported by more complete referencing it would be an excellent text.
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