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  • How To Apply Game-Based Learning in Legal Education

    How To Apply Game-Based Learning in Legal Education by Montagu-Cairns, Steven; Newbery-Jones, Craig; Yuratich, David;

    Series: How To Guides;

      • GET 10% OFF

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      • Publisher's listprice GBP 85.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        38 377 Ft (36 550 Ft + 5% VAT)
      • Discount 10% (cc. 3 838 Ft off)
      • Discounted price 34 540 Ft (32 895 Ft + 5% VAT)

    38 377 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Publisher Edward Elgar Publishing
    • Date of Publication 13 February 2026

    • ISBN 9781035349630
    • Binding Hardback
    • No. of pages168 pages
    • Size 234x156 mm
    • Weight 388 g
    • Language English
    • 687

    Categories

    Long description:

    This innovative How to Guide brings together pioneering educators to explore the integration of gaming into the law classroom, focusing on actionable insights and best practices using both academically designed and commercially available games. The book grounds itself in the context of legal education’s transformative shift towards embracing new approaches that challenge traditional pedagogical norms.



    Expert contributors demonstrate how playful methodologies can facilitate profound learning experiences through diverse case studies, including using games such as Monopoly to teach financial law, LEGO® to illustrate contract principles and Minecraft to educate on sustainability. They showcase how game-based learning such as role-playing, simulations, and digital platforms enhances student engagement, deepens understanding, fosters critical thinking, and develops skills crucial for legal practice. Chapters further present step-by-step guidance for incorporating these practices, with proven techniques to increase student participation and motivation, emphasising active, experiential learning methods.



    How to Apply Game-Based Learning in Legal Education is essential reading for legal educators and law faculty interested in improving their teaching methods, as well as instructional designers and game developers for its technology-driven educational resources. Legal education researchers and academics will also benefit from its analysis of emerging trends and methodologies.



    This innovative How to Guide brings together pioneering educators to explore the integration of gaming into the law classroom, focusing on actionable insights and best practices using both academically designed and commercially available games. The book grounds itself in the context of legal education’s transformative shift towards embracing new approaches that challenge traditional pedagogical norms.

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    Table of Contents:

    Contents
    List of contributors vii
    Prologue: the law teacher’s duty to play ix
    Introduction to ‘How to apply game-based learning in legal
    education’ 1
    Steven Montagu-Cairns
    1 Judge: using a card game to teach about legal reasoning 4
    Thomas Giddens and David Yuratich
    2 School tasking: all the information is in this chapter 13
    Alison Struthers
    3 Clues to success: using detective game principles to crack the
    code of law assessments 21
    Rebekah Marangon
    4 Using traditional games to teach first year law students 29
    Kate Fernandez
    5 Using MONOPOLYTM to teach the legal aspects of money,
    crypto and central bank digital currencies 36
    Zi Yang
    6 Revising Contract Law brick by brick with LEGO® 43
    Marton Ribary and Antony Starza-Allen
    7 War: what is it good for? Combining Warhammer with legal
    education 51
    Richard Ridyard
    8 Simulating real-world policing challenges: the role of
    immersive suites and game-based learning in the classroom 65
    Richard Hind
    9 Ace Attorneys: the use of visual novels in legal education 75
    Joshua Warburton
    10 Open justice and legal tech 81
    Francine Ryan and David Byrne
    11 Exploring the intersection of law and technology through the
    prism of video games 89
    Liam Sunner
    12 Law escape rooms online 96
    Samantha Woods-Peel
    13 Practise for legal practice: immersive learning and simulation
    using high stakes drama 102
    Louisa Ashley, Kate Astall and Amy Richards
    14 Virtual reality crime scene investigation: using asymmetric
    virtual reality to understand digital evidence 113
    Oliver Fitton
    15 Bringing digital evidence and forensics to life 120
    Emma Jones
    16 Going solo: reflections on individually designing a single
    player game for distance learning 126
    Fred Motson
    17 MindtheCraft Co: the corporate sustainability videogame 134
    Dr Rafael Savva
    18 Concluding remarks 144

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