Benefits of Using Digital Game-Based Learning by Marc Prensky – Using games in the learning activities is a great idea. Through the game, you can help students or learners to develop their skill, knowledge, and competencies when focusing on games activities. On these days, you will find a lot of digital games that appropriate to the learning competencies and goals that should be aimed. Just find the right game then. It is similar on the Digital Game-Based Learning book by Marc Prensky. This book can be one of the best books that focus on how digital game is needed on learning process.
- Applying the Book Suggests for Learning Process
The first thing that you will get from this book is how to apply this Digital Game-Based Learning properly. If you are going to apply the games on your learning process means that you have to comprehend anything about the game-based learning. And this book will guide you on how to apply the games appropriately, how to present the games in a proper way and even what the important of using games on the learning process. All of the information will be found on this book.
- You will get
The next thing that you will get from this book is you will get to know about some games that can be used and implemented on the learning activities. There are various digital games can be found, even many gambling game online are available like the Sbobet https://agenbola108.cc that really populer on these days.
- More and More Recommendations
You will also get a lot of digital games recommendations from this book and choose the best one according to the learning goal. It is necessary to choose the appropriate games that is not only fun, but it should be also appropriate to the learning goals that should be aimed. And using the games on learning activities will help you to deliver the material easier and help your students to understand the lessons faster.
The Digital Game-based Learning book by Marc Prensky can be one of the best learning books for a lot of people who are teaching students or trainees. This book will help you to find the right games to be used and applied on your learning activity. Since there are so many digital games can be chosen, you will not get mistake to choose the right games for your students through the games recommendations on this book.
Pembelajaran Berbasis Game Digital: Masih Gelisah, Setelah Bertahun-tahun – Hampir satu dekade yang lalu, saya menulis artikel untuk EDUCAUSE Review tentang pembelajaran berbasis game digital (DGBL) dan tantangan yang dihadapinya. Saya menyarankan bahwa begitu para pendukung DJBL berhasil meyakinkan orang-orang bahwa permainan dapat berperan dalam pendidikan, mereka tidak akan siap untuk memberikan panduan praktis untuk menerapkan DJBL.
Pembelajaran Berbasis Game Digital: Masih Gelisah, Setelah Bertahun-tahun
twitchspeed – Sama seperti ketika orang yang berteriak untuk didengar di sebuah pesta tiba-tiba menjadi pusat perhatian pada saat ada jeda dalam percakapan, kami para pendukung DGBL mendapat perhatian semua orang—tetapi tidak banyak bicara. Dalam artikel tersebut saya juga menyarankan bahwa pembelaan videogame kita yang terkadang terlalu bersemangat (selanjutnya sering disebut sebagai “permainan digital”) berisiko menjual keuntungan (dan tidak melaporkan tantangannya) dengan menggunakan game digital dalam pendidikan formal.
Game digital, saya katakan saat itu dan masih percaya sampai sekarang, efektif sebagai perwujudan teori pembelajaran efektif yang dapat meningkatkan hasil tingkat tinggi. Ketidakmampuan kami untuk memberikan panduan dalam melakukannya satu dekade yang lalu telah menyerahkan front DGBL ke permainan digital sebagai alat untuk membuat pembelajaran didaktik, instruktivis (yaitu, kuliah) lebih “menarik.”
DGBL, menurut saya, efektif bukan sebagai sarana untuk membuat belajar menjadi “menyenangkan” atau untuk “menipu” siswa agar belajar; DGBL efektif karena mendukung strategi pembelajaran yang kuat seperti pembelajaran terletak, lingkungan otentik, dan tantangan dan dukungan yang dioptimalkan (scaffolding). Yang dibutuhkan adalah fokus baru pada (1) penelitian tentang mengapa DJBL efektif dan (2) panduan tentang bagaimana, kapan, untuk siapa,untuk mengintegrasikan game digital ke dalam pendidikan formal.
Saya bukan satu-satunya dengan ide-ide ini, tetapi waktu dan tempat saya digabungkan untuk menjangkau banyak orang. Artikel tahun 2006 itu telah dikutip lebih dari 1.000 kali sejak saat itu. Namun meskipun ide-ide ini terus bergema dengan banyak orang, banyak yang telah berubah dalam hal penelitian, praktik, dan sampai batas tertentu, keyakinan saya sendiri tentang masa depan DGBL.
Dimana kita sekarang?
Mungkin tempat pertama untuk memulai adalah dengan judul artikel ini. Saya terus menggunakan istilah pembelajaran berbasis permainan digital, yang diciptakan oleh Marc Prensky dalam bukunya tahun 2001 dengan judul itu. Sejak itu, banyak istilah lain muncul untuk menggambarkan studi dan praktik game digital: game serius, ludologi, game edukasi . Jadi mengapa masih menggunakan DJBL? Saya pikir Marc melakukannya dengan benar pada tahun 2001. Meskipun benar bahwa game saat ini berkonotasi videogame, ada game yang tidak digital (mis. Monopoli).
Kecuali semua permainan analog (misalnya, permainan kartu, permainan kata, dan permainan papan) tidak ada lagi, kita masih memerlukan istilah “digital” sebagai pengubah yang diperlukan. Saya juga percaya bahwa ” berbasis game ” diperlukan karena pembelajaran game digitalakan mengutamakan peran permainan dengan cara yang tidak selalu akurat.
Dan tentunya pembelajaran diperlukan untuk membedakan tujuan game untuk pendidikan bukan untuk iklan (advergaming), kesehatan (games for health), atau perubahan sosial (social impact games). Pembelajaran juga menangkap proses perubahan kognitif yang dihasilkan dari interaksi pembelajar, konten, dan strategi, seperti halnya gameplay adalah hasil interaksi pemain dengan mekanisme permainan.
Di sisi lain, satu hal yang berubah pada judul artikel adalah tidak adanya istilah digital natives,juga diciptakan oleh Prensky pada tahun 2001. Saya sekarang berpikir bahwa Prensky (dan kita semua) salah paham. Suatu hal yang lucu terjadi dalam perjalanan menuju revolusi: kami menemukan bahwa penduduk asli digital tidak seperti yang kami kira. Ya, siswa yang lahir setelah tahun 1990 atau lebih sangat fasih dengan teknologi.
Mereka tidak takut dengan teknologi baru, dapat dengan mudah mengajarkan diri mereka sendiri untuk menggunakan bentuk-bentuk baru, dan hampir selalu menggunakan teknologi dalam kehidupan sehari-hari mereka. Mereka mungkin adalah jejaring sosial terbaik yang pernah Anda temukan dan sangat dicari di berbagai bidang seperti pemasaran. Namun, penduduk asli digital juga dapat secara mengejutkan naif dan canggung dengan teknologi: mereka terlibat dalam cyberbullying, berbagi informasi yang tidak pantas (terkadang berbahaya) melalui media sosial, dan membuat kesalahan spektakuler ketika mencoba untuk melintasi perbedaan generasi dengan teknologi.
Lebih relevan untuk diskusi kita di sini, penduduk asli digital belum tentu ahli videogame seperti yang kita duga. Pendidik terkejut mengetahui bahwa persentase yang signifikan dari gamer (23%) bermain videogame kurang dari satu jam per minggu. Akibatnya, masuknya penduduk asli digital ke dalam posisi mengajar profesional tidak membawa revolusi pendidikan atau menghasilkan kelas yang diharapkan dari penduduk asli digital “gelisah” di pendidikan tinggi.
Apa yang Telah Kita Pelajari tentang DJBL?
Tidak ada gunanya berdebat untuk adopsi permainan digital untuk mempromosikan pembelajaran jika tidak ada bukti bahwa mereka bisa efektif dalam melakukannya. Pada tahun 2006 saya mencatat bahwa tinjauan literatur dari dua puluh tahun sebelumnya menunjukkan bahwa permainan digital dapat meningkatkan pembelajaran. Hari ini wajar untuk mempertanyakan apakah penelitian semacam itu (sekarang lebih tua dua puluh tahun atau lebih) merupakan bukti yang cukup untuk perubahan dalam praktik pendidikan.
Apakah Game Mengajarkan?
Pertanyaan apakah permainan digital mengajar telah dijawab secara pasti oleh penelitian DGBL sejak tahun 2006. Permainan digital telah terbukti meningkatkan keterampilan pendidikan umum seperti mengeja dan membaca; hasil belajar domain-spesifik dalam fisika, kesehatan, biologi, matematika, kedokteran, dan ilmu komputer; dan berbagai kemampuan kognitif termasuk visualisasi spasial, perhatian terbagi, dan pemetaan pengetahuan. Rata-rata, permainan yang dirancang dengan baik meningkatkan pembelajaran antara 7 dan 40 persen selama kuliah, secara efektif menghapus perbedaan antara siswa yang gagal dan mereka yang bekerja di tingkat kelas “B”.
Beberapa meta-analisis di tahun-tahun berikutnya juga menemukan keuntungan untuk permainan digital dibandingkan instruksi konvensional, termasuk “keuntungan kognitif yang jauh lebih tinggi dibandingkan metode pengajaran tradisional.” Baru-baru ini, meta-analisis permainan digital menemukan bahwa pelajar dalam instruksi berbasis game melakukan 0,33 standar deviasi (sebanyak satu nilai huruf penuh) lebih baik bila dibandingkan dengan pelajar dalam instruksi berbasis non-game pada umumnya.
Jadi, pertanyaan apakah game digital bisa mengajar atau tidak sepertinya sudah terjawab secara sains. Tapi itu bukan satu-satunya pertanyaan yang harus kita tanyakan. Pertanyaan yang lebih baik adalah, apa yang paling baik diajarkan oleh game digital, dan mengapa?
Game Digital untuk Hasil Berbeda
Di antara kriteria inklusi untuk studi yang diperiksa dalam meta-analisis yang disebutkan di atas adalah bahwa setiap studi harus membahas setidaknya satu keterampilan abad ke-21: berpikir kritis, pemecahan masalah, kolaborasi, komunikasi yang efektif, motivasi, ketekunan, atau belajar untuk belajar.
Keterampilan ini sangat kontras dengan banyak hasil belajar “tradisional”, yang cenderung berfokus pada penguasaan fakta dan pengetahuan konseptual. Banyak pakar DGBL sekarang percaya bahwa kekuatan sebenarnya dari game digital terletak pada kemampuan mereka untuk mempromosikan keterampilan abad ke-21 ini melalui strategi pembelajaran yang didukung oleh game digital dan cara unik di mana strategi tersebut disinergikan melalui gameplay.
Di antara keterampilan ini, pemecahan masalah mungkin salah satu yang paling penting. Pemecahan masalah berada pada tingkat hasil taksonomi tertinggi, menjadikannya salah satu yang paling sulit untuk diajarkan. Kurang dari 2 persen waktu pembelajaran di kelas AS dihabiskan untuk pemecahan masalah, yang mungkin menjelaskan mengapa lebih dari 70 persen negara lain di dunia lebih baik dalam bidang ini.
Pembelajaran berbasis masalah (PBL) telah terbukti efektif dalam mempromosikan pemecahan masalah, tetapi sering tidak digunakan karena sulit dan memakan waktu. Dalam pendekatan tipikal untuk mengajar pemecahan masalah, siswa mempelajari keterampilan prasyarat (misalnya, fakta, konsep, definisi, dan prinsip atau aturan), dan hanya setelah mereka menguasai materi itu barulah mereka mengatasi masalah dalam domain tertentu. PBL mengubah proses ini di atas kepalanya dan menyajikan masalah di muka sebagai cara untuk menghasilkan pengetahuan prasyarat, sehingga membuat pembelajaran itu relevan.
Game digital ternyata merupakan salah satu bentuk PBL . Game digital dipasarkan berdasarkan masalah yang harus dipecahkan: misalnya, peradaban kuno yang menyemai galaksi dengan nenek moyang manusia telah kembali untuk memusnahkan kita semua, dan kelangsungan hidup umat manusia bergantung pada satu prajurit—Anda!
Seperti PBL, game digital menghadirkan masalah di depan—masalah yang pemain tidak tahu bagaimana menyelesaikannya dan yang pemain belum menguasai sebagian besar keterampilan prasyarat. Game juga, seperti PBL, membuat pembelajaran menjadi relevan secara langsung. Masalah yang dihadapi pemain game sejak awal hanya membutuhkan pembelajaran apa yang dia butuhkan untuk bertahan hidup.
Banyak permainan serius (permainan digital yang dirancang untuk mengajar) mempromosikan pemecahan masalah dan hasil belajar abad ke-21 lainnya. Citizen Science, dari Kurt Squire dan Filament Games, membantu siswa belajar sains dalam konteks otentik, jika fantastis, (misalnya, mengurangi polusi di danau setempat dengan melakukan perjalanan waktu). Triad Interactive telah membangun dan menguji beberapa game STEM serupa untuk mengajarkan matematika ( PlatinuMath; Studi Kontemporer tentang Zombie Apocalypse ) dan ilmu alam ( Project NEO ).
Meningkatnya ketersediaan game serius berkualitas tinggi secara teoritis mengarah pada peningkatan kapasitas yang sesuai untuk mempromosikan keterampilan pemecahan masalah. Namun seperti pada tahun 2006, pendukung game yang serius mungkin mendapatkan perhatian semua orang—tetapi mereka tidak perlu memiliki penelitian untuk memandu desain (atau klaim) game digital untuk mempromosikan pemecahan masalah. Setidaknya ada sebelas jenis masalah yang berbeda, misalnya digambarkan oleh struktur (tidak terstruktur dengan baik), komposisi kognitif (logis, analitik, strategis, sistem, dan pemikiran metakognitif; penalaran analogis), dan pengetahuan domain yang diperlukan.
Kami belum cukup tahu tentang bagaimana karakteristik desain spesifik dari game digital yang berbeda berinteraksi dengan kemampuan mereka untuk mendukung berbagai jenis masalah ini atau keterampilan kognitif yang dibutuhkan setiap masalah. Dalam artikel lain, kolega saya dan saya telah mengusulkan kerangka kerja yang dapat berfungsi sebagai langkah pertama dalam proses ini, 12 tetapi akan membutuhkan upaya gabungan dari banyak peneliti DGBL dan permainan digital untuk memberikan heuristik yang diturunkan secara empiris untuk mempromosikan pemecahan masalah melalui permainan digital .
Many things nowadays are done using the help of technology. The same thing is applied to the education sector. You cannot easily do the education with the classic or traditional method as it used to. You need to try something new using the help of technology. This is one thing that you can find inside the book of Game Based Learning written by Marc Prensky. This book focus on doing the teaching using a lot of different games. Of course, the technology is one part that Prensky did not forget when he wrote this book. If you are interested, here are some secrets of the book that you can surely apply on your own in your learning process.
Focus on the Game
The first one is that you need to focus on the game. That is why the name of the book is Game Based Learning. It is because Marc Prensky wants to show that you can learn something while you are playing games. Many tutors and teachers made mistake when they want to teach something. They usually focus on the materials that want to be delivered instead of the fun that the learners will get when they are doing the game. Keep that in your mind.
Game Related Learning
The second thing is to find the games related with the learning. This is not something easy if you want to teach something specific for the learners. However, if you want to teach some basic things, then there are a lot of different games that you can use to teach those materials. Even though, you need to understand that there are some games or methods that you can use to teach some different materials. That is why you do not need to think very hard. Just make sure that the learners enjoy the games.
Let the Learners Move
The last secret that you need to know from this book is the needs of the learners to move. You need to let your learners move. Believe it or not, many people learned new things through something that they experience on their own. It means that most people are actually a kinesthetic learner. That is why it is not a bad idea to let the learners move while you are trying to teach something. Some of the learners might find it difficult, but the percentage will not be that much. As an addition to that, you can give those learners some extras after the game.
The Relevance and Benefits from The Book “Digital Game-Based Learning by Marc Prensky” – Published in early 2000, the book from Marc Prensky entitled Digital Game-Based Learning is questioned for its relevance. Will the theory that based on the early development of games be applicable in the modern setting? Furthermore, the targets of the book should be clearly mentioned. Should it be read by the students, parents or teachers?
– The Relevance of Digital Game Based Learning
To prove the relevance of Digital Game Based Learning (DGBL) in educational field, one should compare the skills needed to play the game and the expected quality of the students. The proponents of DGBL mention that gamers (who also learn some skills at the same time) will require various information to solve the problem and quick decision making to solve the problem.
It is also important to weigh the growth of internet-based game, the main object of this discussion. The latest news reveal that one on every three Americans have or play digital games. With this many numbers of players, would it be rational to ignore the opportunity of using games to teach? Careful conclusion should be made; this decision is as delicate.
– The Benefits of Game Based Learning
If DGBL has no benefits, there will be no one who really pays attention to this theory. Those who believe that games could be a media to deliver learning material proposes that the complexity of the games pushes the students to learn more while playing. Surprisingly, they are not afraid to fail just like the players in online slot game https://multibet88.online; the more they play, the bigger chance for them to win.
Another proponent of DGBL mentions that playing games has similar effect to how reading could improve the vocabulary and spelling skills. This opinion is based on the fact that game is created based on the certain context just like a book. By learning what words to use in certain concept, the students indirectly apply the technique.
When both of these benefits are combined, one will get the cognitive advantage of learning through games. It goes hand in hand with famous theorist who explain that assimilation (effort to adjust information to fit the situation) is important in learning process.
From educational point of view, using games as the tools for learning raises a controversy. To answer this question, they refer to several references and one of them is Marc Prensky’s. The result of the analysis is more neutral, so the debating sides should take the important point and build their own argument.
Amazing Things to Learn from Game-Based Learning of Marc Prensky – Learning is not one important part of life. Unfortunately, this part of your life is not something easy to handle. As a learner, there will be a lot of things that slow down your learning process. On the other hand, as the teacher, it is not easy to handle a lot of students and learners with a lot of different needs. This is the main reason why Marc Prensky wrote down the book entitled Game Based Learning. This book is something that can help you to teach things despite of the variety of your students. There are some amazing things that you can find from this book.
– Teaching Methods Through Games
The first thing that you can get from this book is the teaching methods that you can use using games. For some people, game is considered as the opposite of the learning process. However, game is more attractive and this is the real reason why a lot of people prefer game over learning. This is the key that you need to understand. You need to find out the right methods of using games for your teaching process. Once you have found the method, you can easily teach anything using games to your learners.
– Different Games to Teach Different Things
The second thing is the kind of games that you can use to do the game-based learning from the book. When you are using game for the learning process, then you need to know that not all of those games are useful. Yes, this is the important thing that you need to highlight. You cannot just copy one random game because the things that you want to teach might not suit the game that you want to give. That is why you need to know find out which kind of game to suit the learning situation and condition that you want to achieve.
– Using Technology for Fun Learning
The last but not least is doing the teaching using the help of technology. Do you realize that most of the people nowadays spend at least six hours in front of their gadget, computer, laptop or some other similar things? That is because technology is more attractive compared with the classic or conventional game. It does not mean that conventional game is useless. It is not like that. You just need to take advantage of this situation to help you with the learning process so it can benefited you.
What Readers Say About Digital Game-Based Learning by Marc Prensky – People have two responses to Marc Prensky’s book entitled Digital Game-Based Learning. Some of them are supporting the theory while the others are opposing the idea. Those who plan to buy the book might be confused. One option is reading reviews; not the one provided by the publisher, but the honest feedback from real readers.
– “A Great Book with Many Typos”
It is not surprising that many of the readers are those who are learning about the impact of game in learning process. Ever since the topic emerges, many offices and schools enroll their employees to gamification seminar. There, they find in the reference page about Marc Prensky’s work. The reader agrees that the advances in technology marks the new era of educational simulations.
People cannot rely on the books only. The teacher, if they want to teach and share knowledge to their students, should move from teacher-centered to learner-centered approach. The reader also appreciates the writer’s attempt to provide as many examples as possible. However, these samples are mainly focused in the US only. The book will be better if any references from non-US cases could be included. One more flaw that should be noted; the visible typos in the book.
– An Irrelevant Base for Educational Field
Another opinion on the book mentions the opposite point of view. The readers see Prensky’s work as the shallow explanation that excites those who haven’t learned about game-based instruction. He also adds that the book should not be the base reference of the field. There is plenty of misleading information, unlike the fix bonus and data provided by trusted online sbobet site https://homebet88.online.
For instance, the book introduces the concept that people would be an immediate billionaire if they jump right away to the business. The reality shows different facts and it is clear that the game is just a toy for Prensky. It is as if he tells people to see things as nails just because he is holding a hammer.
Without doubt, the book sellers and publisher would introduce their products as great and valuable. For this reason, many buyers are looking for honest review from the readers before they decide to purchase it. This kind of review is even more important for controversial book like Digital Game-Based Learning by Marc Prensky.
Digital Game-Based Learning By Marc Prensky: The Implementation – Recognizing a problem and taking action to solve it are two different things. It is great to acknowledge the difference approach made by students and teachers. However, things won’t be better without any action to resolve the problem. Before thinking about any solution, have teachers list these points into their notes?
– The Challenges
Education has long history. For years, it stays on similar path, only with more methodical approaches. With the arrival of video games, things rapidly change especially for younger generation. It slowly affects the way they process information. Teachers could close their old book and should accept the new paradigm. Students don’t need to be told; they need to discover.
Within students’ perspective, learning and playing has thin boundaries. Thus, teachers should be able to find a way to incorporate subjects into games. Without this effort, they will continually fail to teach. The reason is simple; students cannot be educated using old ways. In 90s, only 20% percent of US student could survive learning through books. What about now?
Next time students have trouble with their grades, teachers might have to admit their mistake. The students cannot catch the subject because teachers present it in boring way. From one point of view, teacher might kill students’ potential to be a brilliant learner. This conclusion comes from the fact that teachers refuse to do the hard work of adjusting with technology.
– The Implementation
Not all teachers are stubborn. Many of them are ready to develop themselves and embrace the changes. In fact, some schools already implement game-based learning for their students. Take an example from the kindergarten students who learn alphabet after playing computer games. Elementary students recently get hooked to Playstation fused with K6 material. They get higher score in the next test.
Do you think that games cannot cover complicated subject? Then what is the multiplayer electoral politic game doing? Several students could join this game, each has their own role. If you want to teach economy, then ask students to play as financial traders in computer games. Ask them the consideration of taking certain decision or step.
There are many more samples of games that could be used to teach students on certain subjects. Surely, teacher could make a lot of other variations or even difficulty level.
People often get confused when they see problems with no step by step guidance to solve them. Using the digital game-based learning proposed by Prensky, teachers could get the framework. It is their job to make games that suits students’ style and need. When they did it, the barrier between students and teachers will break.
Digital Game-Based Learning By Marc Prensky; The Background – There is one main key in education; both students and teachers are on the same boat. They define things in similar manner and moving towards certain direction. Could you imagine when these passengers do not have an agreement? What could be done to balance the demands?
– Two Different Worlds
How could you understand the problem in education? Instead of focusing on what each side has done, step back and see the preference and approaching method. Years ago, school is the best place to have fun. None of these students will even think about having fun outside like playing online games in like today. Nowadays it is almost a torture chamber for students. What happened?
Young people define “fun” as something interactive and visually pleasing. Take a look at the amusement park. Each attraction with long lines has unique thing to watch; motor bike that could make 360 turn, acrobatic lady, bicycle with unique shapes trying to pass the obstacles.
Compare it with education exhibition, which rarely reach its maximum capacity. There is nothing much to see; screens, papers and sometimes 3D statue. For this reason, many teachers and workers are not happy to join training sessions. The reason is simple; it bores them. Also, there is nothing new to learn, why bother to come?
– Better Proposal
To respond this problem, educators seems to find a solution. People start their transition; making electronic materials, moving the books into downloadable files in internet. Even though this action leads towards similar destination, there are more steps that should not be forgotten.
Creating online learning class won’t make it fun, except for the fact that students could access it anywhere and anytime. In short, implementing Computer Based Teaching (CBT) is not the final price to modern teaching setting. The homework to make fun learning process for all (teacher, students and parents) is still there.
The key of fun learning is engagement. If there is one thing that could make students pay intense attention, it will be games. Adults cannot argue how young people don’t seem to mind spending hour on their phones. Should learning materials be molded into games, won’t it be great? Students could enjoy serious topic with less problems.
Probably in 2000, Prensky is not the only person who worries about education system at schools. Being an educator himself, he notices big differences which then lead to huge miscommunication. The result could be predicted; a disaster. This is his reason to write his book about digital game-based learning.
Reader Review: Digital Game-Based Learning By Marc Prensky – Many of you would agree that modern education is focusing more and more on visual presentation. Instead of printed books, students prefer to read online documents. Writing is still there, but not on a piece of paper. In short, things move a lot with technological support. How do educators adapt to his condition?
– Good Steps to Try
If you are interested in this book, be ready to get immersed. Prensky book was published in 2000, but it still holds the facts many should know. While other people at that time still try to improve their “boring” approach, Prensky collected evidences about digital learning. In this case, he focused only on games. Yes, when the world pays attention more online poker, Prensky tries to beat it for learning purposes.
Most of his samples are taken in US schools. Despite of his lack of understanding about building games from scratch, Prensky did a good job to set parameter for a great outcome. He never got tired to highlight the “fun” part of his educating game cases.
This book provides general framework of using games in teaching process. In 2000, this concept cannot be accepted immediately. Therefore, he provided generous explanation to bring sense in game. Prensky clearly stated that games could accommodate different learning goals and help educators to give assessments.
Some readers conclude that Prensky’s work pointed at the importance of learning methodologies. It is not the age of teachers; the main star is the students. In order to accommodate them, teachers should be able to engage them in fun yet meaningful activity. It would be even better if the subject is presented as games.
– Grey Areas
Several people look down on Prensky book on digital learning as it was published in 2000. They mentioned that this book is too general and outdated. There were no clear instructions, only general guidance anyone could guess with eyes closed.
Since this book is about digital learning, many readers are adults who do not get to learn by computers. Thus, they are having problems to understand the “fun” part of game. Prensky somehow fails to bridge the gap between these generations. Also, all the samples are taken from US only. What about other parts of the world? How do they use game in their class?
Being a teacher or educator, one should know that the tendency is slowly changing. Previously, students listen to teacher, but now it is the other way around. Those who fail to follow the pace will be outdated soon. Thus, more digital game for learning purpose should be created.
Web-based Gaming Utilization in Improved Subject Notation – Learning through digital games is usually called digital game based learning (DGBL). According to brom et al, digital game based learning (DGBL) is a software app used to promote learning through gaming. Schneider claims that the digital game-based learning method tries to use the learning and motivational potential of video games to teach popular knowledge needed by learners. Digital game based learning (DGBL) is designed to reinforce lesson materials using games and players’ ability to apply them to the real world, some examples of the digital application of game based learning are a game of freerice for the study of the English vocabulary, megalmaniac to learn to type quickly, and mathbreakers for mathematical learning. Already many are using digital game-based learning in all its activities.
DGBL can be used to teach new things because inside the game are educational and exercise elements. Prensky mentions the digital game based learning (DGBL) not only contains theories about the various games but also how we can find something in learning and exercise. Digital game-based learning is able to make the learning process more interesting and enjoyable. Prensky says “digital game based learning can play an important role in learning material that is not intrinsically learning to anyone but which needs to be learned,” according to the digital prensky needs based learning can play a crucial role in the boring learning material it is required to learn. Just as a history lesson or a law course is more enjoyable when it comes to learning media in the form of games.
Based on pretest and posttest analysis of every problem, it appears that there is a continued improvement in subject notation after respondents played a DDC based game web-based given by researchers. The biggest increase is the subject of “where customs, repudiation & repudiation?” with a 50% increase. And the smallest improvements are in where is law and where is public administration and military science? With a 9% increase. The difference in the percentage of the increase in subject notation could happen because of the influence treatment gained by the respondents. The questions that the responders at the time were random in any way possible that the responders have gotten any “where is customs, customs & adoption?” many times at the time of treatment and the responders may have just gotten the question “where is public administration and military science once?” at the time of treatment.
Digital Game Based Learning by Marc Prensky: What It Is and How It Helps – There are many recommended books that discuss learning methods on the market. And one of the best learning books that has always been a best seller to date is Digital Game Based Learning by Marc Prensky. This book can be the right choice for teachers, motivators, and other people who have similar jobs to buy this book. This book will recommend what games are best for any learning activity.
What is that?
The Digital Game Based Learning Book was first published in 2000 and is still valid for learning activities today. The contents of this book are about the application of games, especially digital games in the learning process. This is certainly useful for teachers and motivators who want to apply a way that is different from the traditional learning methods before.
How It Helps
It is undeniable that digital technology is also needed in the teaching and learning process. This book explains that using or applying games to learning is beneficial to motivate students and also achieve learning goals in a faster way. There are quite a lot of games that can be applied for learning. However, it is always necessary to choose the right game that suits the competencies and learning objectives themselves.
Playing games not only aims to have fun like playing online gambling. You can implement fun and practical games for learning activities like in Marc Prensky’s Digital Game Based Learning book. But, choosing the right game that suits your competency and learning goals is needed. And besides, you have to be selective when using or applying the materials of this book into the learning process today. Since this book was published in 2000, some material may not be valid in these days. Important things to be reminded are to get the main points of the method and you can do similar methods that are suitable with today’s digital technology.
Reasons Why Digital Game Based Learning Must Help Students – The development of the digital age has influenced many aspects including education. Most people are interested in anything related to digital things, learning not only about lectures and discussions about material books. Most people use media to motivate their students to actively participate in the learning process. And Digital-Game Based Learning can be chosen as an effective learning method for that.
Using media in the learning process is mostly needed to be more effective and interactive in the learning process. And Digital Game-Based-Learning is one method to use media effectively to better understand and direct learning outcomes. This learning method involves computers and games to help students learn and experience.
There are so many games to choose from and apply this learning method. Through a sequence of actions and problems in the game, students can develop their intelligence and skills to solve their own problems that are rarely found in conventional learning methods. There are many games available to learn. But, choosing the best game is needed.
It is important to ensure that games can support learning activities and also stimulate students. According to Marc Prensky, educational games are games that are designed not only for learning, but are still intended for fun. This educational game is a combination of educational content, learning principles, and computer games. It is important to ensure that students will not only get better skills and competencies, but they must also be fun and happy when they do and experience this Digital Game Based Learning method.
This book has more than enough useful suggestions and strategies to implement. Teachers must find enough help from this book to make their class far more interesting and impactful. Finally, something useful like this is available and possible to use.
There is no denying that digital matters are important these days. Implementing Digital Game-Based Learning is needed today. Along with the development of digital technology, learning will be more effective and interesting through this DGBL method.
Benefits of Buying Digital Game-Based Learning by Marc Prensky – The digital technology era becomes an important aspect of nowadays. There are many things incorporated into digital technology. You can find anything easily on these days, like ordering food through the application, video messaging and the other online activities.
It can also be applied to the learning activity process. The learning activity or process will be more effective and fun if you involve the digital technology method, like in the books of Digital Game-based Learning by Marc Prensky. Many people buy this book to help them in teaching and learning process. This book will help you on how to make the learning and teaching process in different and new ways than any traditional method.
The Digital game-based Learning book by Marc Prensky is one of the recommended books to buy. Reading a book is not just about spending free time. But, from reading a book you will gain more information and more knowledge. This Digital Game-Based Learning offers a lot of important information especially about the new learning and teaching method in this digital technology era.
The Digital game-Based Learning from Marc Prensky can be more useful than the alternative traditional teaching methods. From this book, you can find why this Digital Game-Based is important, how to implement this method on the learning process and even how to use it as the alternative method for any traditional or conventional teaching.
Student commonly prefers fun on learning without reducing the content and the goal of the learning process. Marc Prensky through this book tells on how digital games can be useful in the learning process. There are so many games can be selected on the learning process.
All the digital games have some strategic planning to win the game, this means that students should be creative on how to think and maintain their strategies to overcome that problem until they win the game. This condition will train students to develop their skill, knowledge, and competencies in any situations.
The Digital Game-Based Learning by Marc Prensky is a handy book which can be used for a lot of people in any works like teachers, speakers, trainers, and motivators. This book presents some helpful learning method that appropriates with this digital technology era where we can find a lot of gambling online game like Sbobet easily on the internet.
There is data that shows that every day, the average teenager in the US watches television more than 4 hours, the internet averages 10 minutes to an hour, and plays video games on the console for one to two hours. The data sounds conservative and does not cover all US teenagers, because at present there are no teenagers and people in time only accessing the internet within 10 minutes. However, Marc Prensky’s data presents valid data, meaning we take the positive side only. Here we can find out that there are many that are not yet classified in science and technology, especially information technology. The access of youth in the US to information is still not high enough, and the potential of the campaign to disseminate electronic learning with a game base is still wide open. Reading Marc Prensky’s book “Digital Gme-Based Learning” is one of the first steps we can take. In addition, we can also make it fun electronic learning.
This book reaps a lot of positive reviews from its readers, as we can see from the online web sales books and reviews written through articles in the search engine results. This book is recommended from various backgrounds, social status, backgrounds, and various times. For example, positive reviews from web designers, gamers, students whose teachers use this book as lessons in class, parents, teenagers, and children. They assume that the book “Digital Game-Based Learning” can trigger to discuss and know from different observations but in a fun way, and can be controlled by the human brain and left brain.
If Marc Prensky have a plan of making the second edition of the book “Digital Game-Based Learning”, many of the readers and reviewers submitted criticisms and suggestions. For the second edition, there is a desire to discuss electronic learning games around the world. This will make it possible for and to enjoy Marc Prensky’s books to be wider, because not only Americans or local residents can enjoy it but the whole world can also get in touch because they understand and use what Marc Prensky said. Second, the most widely criticized is corrective correction. Many readers who still have a lot of minor errors in spelling, symbols, layout, etc. which are actually very general, do not affect the substance of the book “Digital Game-Based Learning”. However, small things can be used by readers in enjoying Marc Prensky’s work. Good proofreading also represents professional editors, more broadly the professionalism of the company. Therefore, the conclusion, electronic learning games is a very dynamic aspect, and very wide open for those of you who have creative in this field. Marc Prensky’s book can open your mind to what is happening in the world of science and technology, the world of console games, the world of digital learning, technological improvisation to educate people, the ability of games to stimulate the brain, how practical an electronic learning game as learning media, etc. Your others will be very helpful and add to your insight.
When you make a book about a fluctuating topic such as things related to science and technology, you should understand and understand what you are saying. Many people are singing in books that are too grandiose, but actually they don’t really understand what they are talking about. But of course that doesn’t count with Marc Prensky. Marc Prensky is a graduate of Harvard University with an MBA (Master of Business Administration). He has a lot of background and work experience, so he can be considered qualified in various fields. For example, Marc Prensky was once a professional musician who was quite popular. Not only that, his career climbed gradually starting from high school teacher, a reliable business consultant, division trainers in large companies, then he succeeded in making lots of electronic learning (e-learning) learning software even up to dozens, and most recently he is a Chief Executive Officer (CEO) of a profitable gaming company.
With all this background, it is appropriate for his book titled Digital Game-Based Learning to reap many satisfying reviews. This is because Marc Prensky has experience in this field and has good knowledge of the realm. It was clear from his writing style that he did love what he wrote, and he was able to find the value of the business of writing. But that does not mean that Marc Prensky forgets critical capacities and objective judgments, he really puts this forward in each chapter. It is evident from the footnotes and bibliographies that he included which indicate that what he wrote was also supported by the opinions of experts to maintain credibility.
According to Marc Prensky in the book “Digital Game-Based Learning”, we need to see opportunities and then use them to look at things from a new perspective, as people who are too old adapt to changes that are constantly happening. Technology-savvy consumers will have a pleasant experience when they start doing digital lessons, especially with games. At the beginning of the face, the most technical subjects will be presented and it is very easy to attract users so that they understand that learning based on digital games is fun. Marc Prensky presents proof in the form of case studies from interesting stories, one of which is the story of fierce competition from company practitioners. After going through a simple trivial quiz game that was presented at the beginning, consumers will enter the next stage of reality simulation. Reality simulation here is an intensive simulation in the form of learning that is displayed visually and certainly has certain benefits. Here he tries to prove a premise that simplicity is not always bad, sometimes even simplicity in learning can further support one’s understanding of a concept. There is no need to merely think that learning must go through something complex and complicated like the general view that is widely raised in academics. The advantage of the game compared to other learning methods is that it is easy to remember and has a higher tendency to be remembered in memory in the human brain. Marc Prensky also criticized several games with interactive scenarios that pointed users as scenarios sometimes producing something that was so outrageous, beyond reason, and not educational.
Many people love to read books. Some of them read the book to spend their free time. Some others read books because they want to know more about the things inside the book. If you are one of those people who love to read a book because you want to learn something, then the book entitled Digital Game-Based Learning will be something worth to buy. That is because the book that is written by Marc Prensky offers you a lot of information that will help you to find the best ways to teach something through the digital game style.
You cannot deny that the digital things are becoming more and more common nowadays. That is because the technology has developed into the stage that made many people love to use it. That is why if you want to teach something to someone, you might want to try using a little part of the technology and digital things on the process. This is something that will surely attract the attention from all of the participants that you want to teach. They will be able to learn all of the things that you want to teach through something new that they will love. That is why this book is considered as one of the best guides that will help you to teach any kind of thing properly through the digital game. You should not miss this point from this Digital Game-Based Learning.
For your information, this book is usually used by all of the leaders, speakers, motivators, trainers and some other similar works. That is because they need to find a new method that can be used to teach something to the person that they want to teach. That is why this book comes in handy. That is because from Digital Game-Based Learning they can find a lot of new methods that will help them to teach all of those old things in a new way. This way, they can be sure that the acceptance rate from all of the people that they teach will be increased. For example, if you teach calculations to kid, they will feel bored if you just give them the numbers. However, if you use a story and make an example of it, they will be able to learn it better. That is also one thing that can be applied on the adults. That is why you need a digital game to reach that kind of goal based on this book.
A book by Marc Prensky titled Digital Game-Based Learning published in 2007 is an interesting reading. This book provides very complete information that can be used as a learning tool, this book also discusses the potential of the internet to help us develop ourselves and learn. There are also topics that resemble Nintendo versus Sony, Nintendo versus Microsoft, and Sony versus Microsoft. The level of sophistication of the world of graphics on personal computers has reached the highest level, at that time GeForce3 Nvidia. This personal computer is tough on the introduction of Broadband, not far from online it won’t feel so old-fashioned. This also applies to the world of digital games and is complete, which makes learning more interactive,
As sought in customer testimonies from the book “Digital Game-Based Learning”, this book contains an altruistic message. Marc Prensky is the future pattern and means used here. His opinion is not merely boasting or forecasts, but also backed up by credible sources. This can be seen from the way Marc Prensky gave citations to the work of the people he made the basis by including footnotes and bibliographies. There is one thing that Marc Prensky is fighting for here, namely human problems. The thing that happened to the television which now contained content was not educational, and Marc Prensky shortened it so that this did not happen again. These things can be done using technology and technology that can filter, sort, and determine content such as what we and our families consume. In addition, don’t forget to use the internet as well as possible for educational and matters by filtering out negative content.
Television setback as a learning media can of course be the eyes of children and grandchildren as the next generation for those who want to make it happen. These things are only a small part of the book, because each chapter of the book “Digital Game-Based Learning”. Each chapter is wrapped in packaging that inspires reading interest. Marc Prensky not only theorized, but also presented interesting things from case studies using certain terms. These methods create new principles and concepts, then build conclusions that turn out to contain a bit of an alias to predict it so that the reader is shocked. This book is rich in facts and statistics – some of them, while revealing the book “Digital Game-Based Learning” is also equipped with interesting facts, research results, and statistics that can be accounted for credibility because of the bibliography and footnotes. This book reveals that the potential to learn something digital with games is still very large and expensive, but there are negative and unavoidable possibilities.
There is data that shows that every day, the average teenager in the US watches television more than 4 hours, the internet averages 10 minutes to one hour, and plays video games on the console for one to two hours. After we think about it, it means that the potential to make the game as a learning media is very wide open. The fact is this is exciting for me, but if Marc is right, there is a lot of potential that has not been explored in the youth list and this book is a deliberate first step. Finally a book that can be used by gamers and game designers, students can share, parents and children can discuss and the left and right brain can enjoy.
There are a lot of books that will guide you to find the best ways to teach something to your students or trainees. Yet, if you are looking for one of the best, you can simply consider about Digital Game-Based Learning by Marc Prensky. This book is one of the best that you can get if you want to teach something to your trainees or your student. For our information, this book is one of those few books that will focus on the digital games. There are quite a lot of digital games that you can use to deliver the main purpose of the things that you want to teach to your students or trainees. That is why this book is something that you will love. If you are still curious about the things that you will get from the Digital Game-Based Learning, here are some of the highlights.
For the start, you will be able to find some games using the latest digital technology to apply to your students or trainees. This is something nice to have because many people nowadays relies many thing on the technology. Because of that reason, if you are able to use those digital technologies to deliver your material, you can be sure that the students will be able to learn those materials faster.
That is one thing that this Digital Game-Based Learning wants you to try. The next thing that you will never want to miss from this book is the fact that you will be able to learn how to properly use all of those digital games and the technology to deliver the materials that you want to be delivered. This means that you can learn all of the steps and the things that you have to do in order to properly use all of those digital games to deliver the material that you want. In short, you will not make any mistake if you follow all of the things inside this book.
Those are some of the highlights that you might want to know from this book. For your final consideration, if you want to teach something to the kids on the different era, you have to try going inside their mind. In this case, it is the way to use digital technology. That is why you need to learn how to use the digital technology to teach and deliver many different materials that you want.
There are quite a lot of good motivational books that you can read even though they have been sold for some years. One of them is the Digital Game-Based Learning by Marc Prensky. This book was firstly released in 2000. That means this book was released almost two decades ago. Even though, this book is still considered as one nice book that you need if you are one of those trainers or motivators out there.
That is because from this book you will be able to learn some kinds of digital games that will help you to teach something to your students. This is something great that you need to consider because many people nowadays rely many things on the technology. That is why this Digital Game-Based Learning book is very good since you can learn how to use the digital technology to help you with the learning process.
Unlike some other motivational books out there, some parts of the materials might sound a bit old. As an addition to that, some of those parts are not something that you can easily use anymore. That is because this book was released in 2000 and some of the materials are related with the digital technology around that year. That is why you should not take the material as something raw since the digital technology has developed a lot since that time. As a matter of fact, the digital technology development is at its fastest speed ever since. That is why you have to realize that using all of those materials as something raw will not be that good.
Even so, you have to admit that even though some of the materials are a bit old, the methods can still be used on this modern times. That is because this Digital Game-Based Learning book also gives you some methods to apply all of those new digital technologies in the year if 2000. That means if you are able to get the points and the methods to use the digital technology in learning activity, you can still find this book as something useful. That is why there are still some people who are reading this book in order to get the main points and the methods to apply on their learning activity. If you think you can do the same thing, then Digital Game-Based Learning book by Mark Prensky is something that you need to have.