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Repurposing Tech Tools for Game-Based Learning

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Smart Pedagogy of Game-based Learning

Part of the book series: Advances in Game-Based Learning ((AGBL))

Abstract

This chapter uses autoethnography to examine game-based learning approaches to teaching. It begins with an analysis of educational games and concludes that curricular games are goal-driven simulations where players can experiment in a risk-free environment. The author then pulls out the essential elements of game-based learning and examines ways in which free and/or ubiquitous technology tools can be used to design curricular games. This chapter addresses common misconceptions about creating digital games and counters them by showing how technological tools that are commonly used by educators can be repurposed into game creation tools. It emphasizes a game design process where the game is derived from the content in order to enable students to engage in deeper learning. The chapter concludes by encouraging educators to explore and make their own discoveries and to share these discoveries with others.

“Students frequently walk away from homework when it is too difficult, but difficult games are another matter–kids walk away from games when they’re too easy.”—Devaney (2014)

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Correspondence to Janna Kellinger .

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Kellinger, J. (2021). Repurposing Tech Tools for Game-Based Learning. In: Daniela, L. (eds) Smart Pedagogy of Game-based Learning . Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-030-76986-4_3

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  • DOI: https://doi.org/10.1007/978-3-030-76986-4_3

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-76985-7

  • Online ISBN: 978-3-030-76986-4

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