Prensky 2001 Bibliography Mla

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schema:description "Recognizing that people respond more effectively to speed, fun and graphics, the author's approach melds the engagement of fast-paced video games with serious business content to create better and more engaging training. This book explains what digital game-based learning is, why it is different and better, why it's not just another fad, where it can be used, and how to implement it. The engaging text presents copious case studies based on on-site visits to companies who have successfully utilized this training methodology."@en ;
schema:description "pt. 1. Introduction, background. The digital game-based learning revolution -- The games generations : how learners have changed -- Why education and training have not changed -- Digital game-based learning : new hope for learner-centered training and education -- pt. 2. How games teach and why they work. Fun, play and games : what makes games engaging? -- pt. 1. Introduction, background. The digital game-based learning revolution -- The games generations : how learners have changed -- Why education and training have not changed -- Digital game-based learning : new hope for learner-centered training and education -- pt. 2. How games teach and why they work. Fun, play and games : what makes games engaging? -- Digital game-based learning : why and how it works -- Digital game-based learning for kids and students : edutainment -- Digital game-based learning for adults -- pt. 3. What leading organizations are doing. Digital game-based learning in business : 41 examples and case studies, from the incredibly simple to the amazingly complex -- True believers : digital game-based learning in the military -- pt. 4. Implementation. Bringing digital-game based learning into your organization -- The roles of teachers and trainers in digital game-based learning : digital game-based instruction -- Convincing management and getting the bucks : making the business case for digital game-based learning -- Evaluating effectiveness : does it work? -- So you have an idea ... -- The future : where do we go from here?"@en ;
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Content-negotiable representations

Works: 5 references

Prensky, M. (2008). “Turning On the Lights”. In Educational Leadership, 65 (6), 40-45. Alexandria: ASCD.

Prensky, M. (2005). “Engage Me or Enrage Me. What Today’s Learners Demand”. In Educause Review, September-October 2005, 40 (5), 60-65. Boulder: Educause Review. Retrieved August 22, 2007 from http://www.educause.edu/ir/library/pdf/erm0553.pdf

Prensky, M. (2004). The Emerging Online Life of the Digital Native. New York: games2train. Retrieved August 07, 2007 from http://www.marcprensky.com/writing/Prensky-The_Emerging_Online_Life_of_the_Digital_Native-03.pdf

Prensky, M. (2001). “Do They Really Think Differently?”. In On the Horizon, December 2001, 9 (6). Lincoln: NCB University Press.

Prensky, M. (2001). “Digital Natives, Digital Immigrants”. In On the Horizon, October 2001, 9 (5). Lincoln: NCB University Press.

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