Learning by Playing. Game-based Education System Design and Development
by Maiga Chang
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About This Book
With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of βEdutainmentβ has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a spec
Our Review
This comprehensive guide bridges the gap between entertainment software and academic instruction, offering a systematic framework for designing game-based education. The book moves beyond theory to provide concrete methodologies for integrating computer graphics, multimedia, and virtual reality into learning experiences. It positions "Edutainment" not as a fleeting trend but as a legitimate and effective pedagogical approach, detailing how digital games and AR/VR applications can serve as powerful educational mediums.
Educators and instructional designers will find practical value in the structured system design principles, which help transform abstract concepts into engaging, interactive learning modules. The book is particularly vital for those developing curriculum in STEM fields or corporate training environments where engagement directly impacts knowledge retention. By providing a clear developmental roadmap, this work empowers creators to build educational tools that students and trainees genuinely want to use, fundamentally reshaping how we approach digital learning.
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