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What readers are saying about
Digital Game-Based Learning:
"An indispensable resource for its cutting-edge research… "refreshingly
pragmatic. " - Michael Schrage, Professor, MIT Media Lab,
in strategy+business, August 2001
"A wonderful and thought-provoking book. Prensky's book is full
of great information for anyone who is thinking of developing games
to train their staff. It is chock full of great examples, great
games and great strategies...Highly recomended." -
David Strom, consultant and Editor, Web Informant
"This is a breakthrough book... Marc Prensky has written a must
read book for our field!" - Elliott Masie, The MASIE Center,
Editor, TRENDS e-Letter and Learning Decisions
"The book is a must read." - Randy Hinrichs, Microsoft
Research
"Extremely interesting." - Donald Norman, President,
Unext
"Marc Prensky may have set out to write a great book about digital
game-based learning programs, but he ended up writing a great book
about the social anthropology of learning and the future of the
workplace. ... The meat of this book [is] how learners have changed
and why education and training have not. Every
corporate trainer and schoolteacher in America, if not the world,
should take a break right now and devour these fascinating and disturbing
50 pages." - Skip Corsini in Training Magazine,
May 2001
"A ‘must read’ for business managers and HR directors as well."
- Mark Bieler, EVP, Human Resources, Bankers Trust Company
(1989-1999)
"Marc Prensky's book is a great introduction to this subject."
- Don Tapscott, Chair of itemus inc. and co-author of Digital
Capital: Harnessing the Power of Business Webs.
"Consider this Prensky's wake-up call to the training profession…I
consider this book to be a powerful tool. " - Deanne
Bryce in T+D (Training & Development), June 2001
"Marc Prensky’s prescient book tells us how to get there from
here." - Don Johnson, Office of the Secretary of Defense,
the Pentagon
"The book is excellent -- well researched and beautifully written.
A mustread for every education and training professional".
- Sharon Sloane, President and CEO, Will Interactive, Inc.
"Very well done and quite informative." - Barbara "Bobbi"
Kurshan, EVP and Chief Education Officer, bigchalk.com
"There is so much here. It is worth the read just for all of
the fabulous quotes Prensky has collected! This book will frustrate
many current eLearners, support eLearning implementors, vindicate
many gamers, challenge eLearning developers, and anger current traditional
educators down to high school teachers. Well written and researched."
- Clark Aldrich, former analyst, Gartner, Inc.
"Scholarly yet remarkably readable. If you are in any way interested
in gaming and training -- or if you're just interested in where
training is going to be headed in the next 10-20 years -- you should
very definitely read this one … His book makes a fabulous and scholarly
but remarkably readable case for the confluence of gaming and training
in the years to come. And Prensky has managed to make it interactive
by tying in a Web site... ...and actually incorporating contests
and games into the text of the book. He practices what he preaches."
- Miriam Lawrence, Horsesmouth.com
"It gave me many hours of great enjoyment… a very strong case
for why game-based learning will see strong growth in the future.
I also enjoyed all the examples sprinkled throughout the book --
they helped make it all come alive." - Eilif Trondsen,
SRI Consulting
"The book is already beginning to have an impact on the
mindset around here." - Paul Trapp, Pfizer
"The book shed light on things I suspected, but never heard
anyone talk about." - Julie Jordan, Instructional
Designer
"A terrific read! The book is an important entry into the canon
of literature on digital media, education and technology, and corporate
training." - Luyen Chou. CEO. Learn Technologies Interactive,
Inc.
"This book really fired my imagination with the potential for
using games as a way of imparting educational material. What made
it all the more interesting was reading about those organisations
who had already successfully taken this route. Loads of examples
and links to game designers. This book is a "must-read" for anyone
involved or interested in creating engaging, interactive elearning."
- Karan Douglas, Citibank (posted on Amazon.com)
"Digital Game-Based Learning is not just pie-in-the-sky
talk about what companies can gain from training disguised as a
game. Author Marc Prensky talks dollar amounts and tells how to
convince management of the value and get the bucks to do it. ...
The book also explores the games-as-learning-tools experience of
41 companies, including PricewaterhouseCoopers, Burger King Corp.,
3M Co., H&R Block Inc., Scandinavian Airlines Systems, Holiday Inn,
and Cummins Engine Co." - Bureau of National
Affairs' Workforce Strategies, Jan 29,2001
"[The] writing is among the most lucid and persuasive in this
field." - Alison Andrews, researcher at Interval Research,
Discovery Channel, Usable Products, and Organic
"Marc's done a superb job of surveying organizational applications
of game approaches to learning. His points of view are a wake-up
call to corporate America, and well worth reading. Let's hope that
the outcome is a much-needed move to more engaging and effective
learning." " - Clark Quinn, Learning Designer
"This book is a timely, perception description of the value
of gaming and the potential of the net. … Mr. Prensky's book points
to the future with promises and warnings supported by a rich amount
of research, as demonstrated by his footnotes and bibliography.
…This a wonderful eye opener for those that have underestimated
gaming (play) and its importance to learning. …Each chapter is thoughtfully
laid out with interesting examples/case studies and methodically
introduces a group of concepts then builds to a thoughtful and often
unpredictable conclusion….The book is rich with facts and statistics
- some of them, while revealing the potential in redirecting gaming,
are still frightening. … Finally a book both gamers and game designers
can love, students can share, parents and kids can discuss and left
and right brains can savor." - John Nordlinger, Microsoft
Research, posted on Amazon.com
Rich, Insightful Guide to E-Learning Games: 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 fledgling 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. … 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." - Kenneth J. Dillon, Washington D.C. (Posted
on Amazon.com)
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