Design of Learning Experience to Engage Learning in Instructional Design and Technology Graduate-Level Classes: Digital Game-Based Learning (DGBL) Cases

Author(s):  
Suzanne Y. Ensmann ◽  
Penni Eggers ◽  
Brittany Bing ◽  
Linlin Li
Author(s):  
Jenelle Ouimette ◽  
Daniel W. Surry ◽  
Adrian Grubb ◽  
David A. Hall

<span>This article describes the results of a study to determine the books that instructional design and technology professionals believed were most important to the field. Participants in this study were 77 professionals from different areas of the field, including education, business, and government. The purpose of the study was to create a snapshot of the books that form the theoretical and practical foundation of the field of instructional design and technology at this time in the field's history. A survey was conducted asking participants to rank the importance of books on a four-point scale from "profoundly important" to "unimportant". The data were then analysed using descriptive and inferential statistics. Results indicate that the importance of a book varies widely, based on factors such as a person's area of interest in the field, degree level, and age. Overall, however, the study found that 10 books were viewed as being among the most important by most respondent groups. This core group of books should be included in every instructional designer's or technologist's personal library.</span>


2016 ◽  
Vol 65 (4) ◽  
pp. 869-888 ◽  
Author(s):  
Richard E. West ◽  
Rebecca A. Thomas ◽  
Robert Bodily ◽  
Casey Wright ◽  
Jered Borup

TechTrends ◽  
2020 ◽  
Vol 64 (3) ◽  
pp. 432-438 ◽  
Author(s):  
Jennifer C. Richardson ◽  
Thomas Brush ◽  
Anne Ottenbreit-Leftwich ◽  
Michael Karlin ◽  
Heather Leary ◽  
...  

Author(s):  
Richard Van Eck

The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we must recognize that while digital games might be new, the theory and technologies we need to create DGBL has been evolving in multiple disciplines for the last 30 years. This chapter will describe an approach, based on theories and technologies in education, instructional design, artificial intelligence, and cognitive psychology, that will help us build intelligent learning games (ILGs).


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