Cases on Digital Game-Based Learning

Baek, Y., & Whitton, N. (2013). Cases on Digital Game-Based Learning: Methods, Models, and Strategies. IGI Global.

This book is dedicated to case studies on using digital games in learning models from grade K-12. The incorporation of digital games, both video and computer games, has made an impact on the educational system. There are tons of games available that have been designed and implemented for the classroom with positive results with the education system. The book analyses how the games were implanted for learning and what each one’s pro’s and con’s are. The book provides strategies and advice about using the games in your own classroom and how essential it is for teachers to use game-based learning to increase motivation and technological engagement.

The book is useful for suggesting various digital games that are available and what their uses are in terms of subject matter and grade level. However the shortcoming of a book like this does also mean it is outdated quickly. Currently the book is very useful for sourcing games and ideas around implanting technology and game based learning in the classroom. There wasn’t a ton of description around what the learning outcomes are for the games, it would have been more useful then just the implementation strategies. The book does discuss studies and the results, both pros and cons, which is useful when looking what game you would like to implement into your class.

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