THE GAMEiT HANDBOOK A framework of game based learning pedagogy
In more recent times, digital games have effectively permeated most areas of popular culture and society in general. Digital games are no longer confined to arcades or the darkened rooms of teenage boys, but have successfully broken new ground, forcing us to keep revising what games are – and can be. Throughout the book, we make an effort to clearly illustrate how games or elements of games can be included in educational practice, and to what end. The GAMEiT handbook is one of the outcomes of an EU-project with the following Mission Statement: “We aim to identify, collect, test, and distribute good practice in game based learning (GBL). Our project will result in a framework of game based learning pedagogy.” Project Website: http://www.projectgameit.eu Project Partners: CV2 (Denmark), ZAXIS (Denmark), NADE (Norway), University of Stavanger (Norway), University of Bournemouth (UK), University of Applied Sciences Koblenz (Germany)
THE GAMEiT HANDBOOK
Throughout history games have been an integral part of human culture, and many different types of games have been played for both leisure and more serious purposes, such as practicing management strategies or learning relevant skills and competences.
THE GAMEiT HANDBOOK A framework of game based learning pedagogy
ISBN 978-82-91766-25-6
9
788291 766256
Edited by: Mathias Poulsen and Ebba Køber