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DIGITAL GAME-BASED LEARNING CONTENTS
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Forward by Thiagi

PART ONE: INTRODUCTION / BACKGROUND

Introduction

Chapter 1: The Digital Game-Based Learning Revolution

Fun at Last!

The Opportunities in the Digital Game-Based Learning Revolution

Primary Learning —Not Just for Review

Case Study 1:The Monkey Wrench Conspiracy:How to Get 3 Million Engineers to Learn (and Like It)

Case Study 2:In$iderCase Study:How to Be Sure the People Who Audit the Books Get it Right (and Like It!)

The Promise of Digital Game-Based Learning

The Key Messages

Chapter 2: The Games Generations: How Learners Have Changed

How Learners have Changed

Do They Really Think Differently?

Digital Media:A Second Language

Different from TV:Manipulating versus Watching

So What About Attention Spans?

10 ways the Games Generation is Different

"Attitude "

Chapter 3: Why Education and Training Have Not Changed

Content-Centered versus Learner-Centered Approaches

AFTRB

Tell-Test

The Linear/Logical Approach

A Brief History of Learning and Technology

The Great "How Do People Learn?" Debate

A History of Learning Technologies

Instructional Design —Helping or Hurting?

The Role of Practice

So Why is Change So Difficult?

Chapter 4: Digital Game-Based Learning: New Hope for Learner-Centered Training and Education Berling-Agency;

Learner-Centered Education

Learning Technologies —A Double Edged Sword

Enormous Potential

Towards A Learner-Centered Environment:What If the Training and Education World Were Like the Games World?

Motivating Today’s Learners

Potential Learning Motivators

PART TWO: HOW GAMES TEACH AND WHY THEY WORK

Chapter 5: Fun, Play and Games: What Makes Games Engaging?

Fun —The Great Motivator

Fun and Learning

Play —The Universal Teacher

Play and Learning

Play and Work

Games —Adding the Structure

What Makes a Game a Game? Six Structural Factors

Other Types of Interactivity Beside Games

"Digital "Games

Game Taxonomy —Categories of Games

Computer Game Design

The Principles of Good Computer Game Design

Other Important Digital Game Design Elements

Digital Game Preferences:Culture and Individuals

The "Language "of Digital Games

Summary — What Makes Games So Engaging?

Chapter 6: Digital Game-Based Learning: Why and How it Works 000

Why Digital Game-Based Learning Works

How Do You Combine Computer Games and Learning?

Selecting a Game Style

The Subject Matters —Types of Interactiv Learning

Putting the Game and Learning Together

Business and Political Context —"Being PC"

Types of Technology Available (or Required) for It to Run On

Resources and Experience Available to Build It

Implementation —Getting it Out There

Digital Game-Based Learning Principles

Chapter 7: Digital Game-Based Learning for Kids and Students: Edutainment

Growing Up with Learning Games

Digital Game-Based Learning for Preschoolers:Jumpstart,Baby!

Digital Game-Based Learning in Grades K-12

Digital Game-Based Learning in Colleges and Universities

Conclusions

Chapter 8: Digital Game-Based Learning for Adults

Games Adults Play

Computer Games at Work

Jeopardy!The Hidden Training Tool (Shhh!)

Simulations:Are They Games?

Digital Game-Based Learning and the Internet

Digital Game-Based Learning and Handhelds and on Digital Phones

Conclusion

PART THREE: WHAT LEADING ORGANIZATIONS ARE DOING

Chapter 9: Digital Game-Based Learning In Business: 41 Examples and Case Studies from the Incredibly Simple to the Amazingly Complex

External Training

Internal Training

Conclusion

Chapter 10: True Believers: Digital Game-Based Learning in the Military

Joint Force Employment

A Bit of Military History

Kinds of Military Training

The Army

The Navy

The Air Force

The Marines

The National Guard and Reserves

Military Training ’s Other Missions —Schools and Standards

Linking Entertainment and Defense —The Conference

Conclusion

PART FOUR: IMPLEMENTATION

Chapter 11: Bringing Digital Game-Based Learning into your Organization

Getting Started

Categories of Digital Game-Based Learning Available

Assessing Your Organization ’s Game-Based Learning Style

Fitting Digital Game-Based Learning Into Any Budget

Fitting Digital Game-Based Learning into Corporate Universities and Curricula

Learning Management Systems and Digital Game-Based Learning

Conclusion

Chapter 12: The Roles of Teachers and Trainers in Digital Game-Based Learning

Digital Game-Based Instruction

Leaving Pleasantville

New Roles for Trainers and Teachers

Why Teachers and Trainers Will Make Learning Games

Getting practical

Chapter 13: Convincing Management and Getting the Bucks—the Business Case for Digital Game-Based Learning

What ’s the Price Tag?

Getting the Bucks

Chapter 14: Evaluating Effectiveness: Does It Work?

The Naysayers

The Evidence:What ’s the "It "W are Talking About?

What About the Older Generations?

What About Nongamers?

Overcoming Some Other Barriers

Crossing the Chasm

Chapter 15: So You Have an Idea...

The Model

Leave Us Your Mind

A Second Model —Building Tools or Engines

Don ’t Count on the Training Companies

What About the Games Companies?

What About Edutainment Companies?

So What is the Answer?

Chapter 16: The Future—Where Do We Go From Here?

The Future of Digital Learning

The Future of Digital Games

The Visions for Digital Game-Based Learning

The Challenges

Notes

Further Reading

Index