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Digital Game-Based Learning Paperback – March 1, 2007
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More About the Author
Prensky focuses on education from the perspective of the students, rather than the providers, offering solutions for how to teach and motivate today's students and for how to motivate and reinvigorate their teachers as well. Prensky promotes a new form of "partnering" between teachers and students. Through his writings and talks, he helps educators learn to adapt their pedagogy in ways that are far more effective for the 21st century.
Marc also focuses on how to teach future-oriented skills--including problem-solving, partnering, collaborating in online communities, video-making and programming--as an integrated part of all curricula. He is a strong partisan of teachers' knowing and using students' individual passions as motivators, and of students' participation in the design of their own education.
In his talks around the globe, Marc initiates and conducts unique educator-student dialogs about the teaching and learning process. His innovative combination of pedagogy and technology--including digital game-based learning, where he was an early pioneer--is becoming increasingly accepted and used by educators worldwide as the wave of the future.
Marc has published scores of essays and articles, and is the author of four books: Digital Game-Based Learning (McGraw-Hill, 2001), Don't Bother Me Mom - I'm Learning (Paragon House, 2006), Teaching Digital Natives: Partnering for Real Learning (Corwin, 2010) and From Digital Natives to Digital Wisdom (Corwin 2012). He was graduated cum laude from Oberlin College, holds Master's degrees from Yale University and The Harvard Business School with distinction, ran a charter school in East Harlem, NY, and has taught at all levels, from elementary to college.
Marc also performed on Broadway and at Lincoln Center, worked on Wall Street, and spent six years as a corporate strategist and product development director with the prestigious Boston Consulting Group. After his wide variety of experiences, he is thrilled to be back working in the field of education and learning.
Marc is a native New Yorker, where he lives with his wife Rie, a Japanese writer, and their son Sky, a thriving first-grader in the New York City public schools.
Top Customer Reviews
There are only a few poorly done illustrations, which I found puzzling given the visual nature of games. Instead of a lot of verbal hand-wringing about all the unwashed who "just don't get it" when it comes to the teaching power of games, a few compelling examples would have more impact.
Having built games for teaching and research in the corporate world, I wish the author had spent more time on how to build and maintain good games for really complicated topics. There are a few examples in the book of multi-million dollar military simulation games, but a lot of the other examples seem trivial when applied to genuine corporate needs.
Most striking about the examples from the corporate world, however, is the small number of successes and miniscule number of repeated successes. Those few souls who have built successful, non-trivial corporate training games appear to have a hard time repeating that success. This is not a good sign, but it's the hidden (and certainly unintended) message in the book.
Mr. Prensky demenstrates how all video games require some strategic planning in able to beat the game. That brings up creative thinking for the younger video game players.
This game lists off many reasons on why Video Games are NOT degrading, are NOT time wasting, along with many more reasons. The book got a star knocked off because the book doesn't stick to one main idea. It's a bunch of good, unique, brilliant ideas, however it's not a good idea to put two different unique idea's together. Not saying that this book should have came out in a series, but should have consisted of similar experiences in different chapters. The book covers a lot of bases, but not in a very professional way.
Some examples that were sent in by readers are available in the January 2001 issue of Nintendo Power at newstands now. To view those letters, turn to page 8, "Players Pulse".
Most Recent Customer Reviews
I'm currently doing my dissertation on serious gaming in Spanish second language acquisition, so I decided to read this book that was cited by a lot of other authors. Read morePublished on July 27, 2013 by Arthur Wendorf
Prensky has introduced an idea that should be revolutionizing even elementary education. As a professional educator, I have seen the need as well as the possibilities for... Read morePublished on April 24, 2013 by Amazon Customer
The book doesn't explain what you shoul learn, and the flaws of online learning. Much people don't finish the courses, don't read it really, cheat and a lot of things. Read morePublished on December 27, 2008 by Rafael Lopez Callejon
This book opened my eyes to the new requirements for the New/Next generation to be engaged and connected to learning. It contains great practical reference material too.Published on May 19, 2007 by Alistair B. Pentreath
This is an interesting book because it's not so much about games as it is about learning (maybe that's why one reviewer found it boring). Read morePublished on July 23, 2002 by noname
This book is a timely, perception description of the value of gaming and the potential of the net.
With the console wars in full swing (Sony vs Micrsoft vs Nintendo) and the... Read more
The book states a clear and persuasive case for digital game-based learning and its ability to adapt to the varying needs of today's workforce. Read morePublished on October 22, 2001