Advertisement

Learning Through Playing in Hong Kong Classrooms

Chapter
Part of the Gaming Media and Social Effects book series (GMSE)

Abstract

In this chapter, Hui and Tam share their experience in promoting and bringing digital games in the formal education settings. They talk about the process of producing an educational game, from realising the needs, the cooperation with different parties, the goals and expectation, the ideas and discussion and then the design and development, as well as the implementation and evaluation of their interactive learning and teaching tool. Hui and Tam showcase the work we have done and their impact on students, and share their results and findings on the game-based learning projects.

References

  1. Baranich, K., Currie, C.: Come Play! Using Games to Teach, Motivate and Engage. Intercom Magazine (2004)Google Scholar
  2. Barseghian, T.: Teachers transform commercial video game for class use. Mind/Shift How we will learn (2012)Google Scholar
  3. Gao, J.B., Yang, Y.T.C., Chen, I.H.: How digital game-based learning can improve students’ academic achievement and problem solving. In: Bastiaens, T., et al. (eds.) Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (2009)Google Scholar
  4. Gee, J.P.: What Video Games have to Teach us About Learning and Literacy. Palgrave Macmillan, New York (2003)Google Scholar
  5. HKSAR Education Bureau: IT in Education, Section 1, Overview. http://www.edb.gov.hk/index.aspx?nodeID=6212&langno=1(2007)
  6. Higgins, S.: The logical zoombinis. Teaching Thinking, vol. 1, no. 1 (2000)Google Scholar
  7. Inkpen, K., Booth, K.S., Klawe, M., Upitis, R.: Playing together beats playing apart, especially for girls. In: Proceedings of Computer Supported Collaborative Learning (CSCL)’95, pp. 177–181. Lawrence Erlbaum Associates, New Jersey (1995)Google Scholar
  8. Kirriemuir, J., McFarlane, A.: Literature Review in Games and Learning, Report 8. Nesta Futurelab Series, Bristol (2004)Google Scholar
  9. McGonigal, J.: How might video games be good for us? Big Questions Online. https://www.bigquestionsonline.com/content/how-might-video-games-be-good-us (2012)
  10. Salomon, G.: Technology and pedagogy: why don’t we see the promised revolution? Educ. Tech. 42(2), 71–75 (2002)MathSciNetGoogle Scholar
  11. Whitebread, D.: Developing children’s problem-solving: the educational uses of adventure games. In: McFarlane, A. (ed.) Information Technology and Authentic Learning. Routledge, London (1997)Google Scholar

Copyright information

© Springer Science+Business Media Singapore 2014

Authors and Affiliations

  1. 1.FifthWisdom Technology LimitedHong KongPeople’s Republic of China

Personalised recommendations