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.
Our younger generations have grown up surrounded by the idea of gaming. This unique text focuses on how games can fit into education and instructional design, touching on such fundamental topics as identity development, gender diversity and motivation.
The field of games is a rapidly expanding field. In many institutions throughout the world, an explosion of growth has been seen in the creation of game development programs as well as courses focusing on educational games. Games have also become a hot topic in the area of educational technology research. The expansion of interest in educational gaming is due to the increased advancement of digital games and the fact that the Net or Digital Generation has literally grown up surrounded by the idea of gaming. Whether it be role play games, collectible card games, board games, or computer and console video games, a new gelX