Hello, friends of Filament! It’s been a little while since we’ve highlighted game-based learning books here on the blog. While you can educate yourself on all things game-based learning from a variety of resources (many of them free!), from blog posts to videos to news articles, not many are as in-depth and satisfying as physical books. This post in particular will focus not only on game-based learning books but specifically books on the topic that have been published recently or will be published later this year!
via Giphy
Let us know if you’ve read any of the following (or if you are eagerly anticipating some of the upcoming releases featured on this list!) on Facebook or Twitter. Read on to discover five books that game-based learning enthusiasts of all experience levels can understand and enjoy!
via mitpress.mit.edu
Edited by Jan L. Plass, Richard E. Mayer, and Bruce D. Homer
Handbook of Game-based Learning is an anthology edited by Jan Plass, Richard Mayer, and Bruce Homer. Released in February 2020, this book is focused on the latest research and theory on game-based learning, establishing its foundation in psychological and learning sciences theory, rather than focusing on game development or best practices. According to the book’s description on its publisher’s website, the pages explore “research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment.” Handbook of Game-based Learning is marketed as a “comprehensive introduction” and is a one-stop-shop for anyone who wants to know the “latest research and theory on learning and instruction with computer games.” If you’re all about theory, evidence, and research, this is the book for you!
via routledge.com
By Emily K. Johnson and Anastasia Salter
At the beginning of the COVID-19 pandemic, education had to adapt and evolve at a breakneck pace. Games were, and still are, pivotal in helping educators adjust their classrooms for remote learning. From preventing disengagement and brain fog to connecting students isolated in their homes, game-based learning is a natural fit for distance learning.
While considering how pedagogy has changed since 2020, this book covers how genuine playful experiences in higher education are necessary now more than ever, and the authors emphasize the importance of “a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology.” How could game-based learning (beyond gamification and capitalism) work as a platform and tool for good in higher education and for the world at large? Want the answer to that question? Read Playful Pedagogy in the Pandemic: Pivoting to Games-Based Learning, which will be available on August 26, 2022!
via bloomsbury.com
Edited by Tison Pugh and Lynn Ramey
We covered many intersections between gaming and the humanities last month on the blog (history, poetry, civil rights, and more!) so needless to say, we were intrigued upon discovering Teaching Games and Game Studies in the Literature Classroom, which will be released on October 20, 2022. As the title suggests, this anthology serves to guide educators who are looking to incorporate video games and other interactive media into their literature classes. The description of the book notes that this publication explores the “fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology.” We’ve written before about the unique challenges of bringing game-based learning into the English classroom, so we’re excited to see how the authors included in this anthology approach the topic!
via facetpublishing.co.uk
By Sarah Pavey
Released on September 10th, 2021, professional librarian Sarah Pavey’s Playing Games in the School Library: Developing Game-Based Lessons and Using Gamification Concepts specifically addresses how educators can utilize game-based learning and gamification strategies in a library. This book explains how games motivate and engage students, fostering creativity, critical thinking, and other social and academic skills. It also explicitly states why game-based learning is important in a library setting: “…consideration is given to how game-based learning and gamification can be used to promote library resources and services for impact and how collaboration on this approach with subject teachers, senior leadership teams and the wider community, including parents can be beneficial.” Covering both remote and in-person learning environments, game-based learning theory, and more, this book will show a reader how libraries and games work to uplift students, educators, and their communities.
via routledge.com
Edited By David Seelow
Teaching in the Game-Based Classroom, an anthology edited by David Seelow, is a collection of wisdom from different educators and academics on how to harness existing student interest in video games to transform a classroom and increase student engagement and performance. The game-based pedagogy found in this book is informed by evidence on game-based learning as a motivational, transformative tool for both learning and assessment. According to the book’s description, this book will give middle-school and high-school teachers “engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.” What else could a teacher want from a book on game-based learning? Published on July 13, 2021, this book gives educators an up-to-date understanding of how games can change their classrooms for the better.
There you have it, five books from the 2020s on game-based learning! As game-based learning and other EdTech continues to help us adapt to the classrooms and meaningful learning experiences that students need in the 2020s, we’re excited to see more future releases and publications on game-based learning.
Inspired by the transformative power of game-based learning detailed in these books and want to create a game of your own? Don’t hesitate to reach out to us for more information and a free consultation on your project!
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