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Choosing And Using Digital Games In The Classroom


Choosing And Using Digital Games In The Classroom
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Choosing And Using Digital Games In The Classroom


Choosing And Using Digital Games In The Classroom
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Author : Katrin Becker
language : en
Publisher: Springer
Release Date : 2016-09-29

Choosing And Using Digital Games In The Classroom written by Katrin Becker and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-09-29 with Education categories.


This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.



Learning By Playing


Learning By Playing
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Author : Fran Blumberg
language : en
Publisher: OUP Us
Release Date : 2014

Learning By Playing written by Fran Blumberg and has been published by OUP Us this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Education categories.


There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. In Learning By Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning.



Digital Game Based Learning


Digital Game Based Learning
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Author : Marc Prensky
language : en
Publisher: McGraw-Hill Companies
Release Date : 2001

Digital Game Based Learning written by Marc Prensky and has been published by McGraw-Hill Companies this book supported file pdf, txt, epub, kindle and other format this book has been release on 2001 with Business & Economics categories.


A revolutionary new approach to game-based learning, Digital Game-Based Learning shows businesses how to effectively train their under-30 workers through the use of twitch-speed games, computer games, and more.



Learning Education Games Volume 3 100 Games To Use In The Classroom Beyond


Learning Education Games Volume 3 100 Games To Use In The Classroom Beyond
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Author : Karen Schrier
language : en
Publisher: Lulu.com
Release Date : 2019-11-14

Learning Education Games Volume 3 100 Games To Use In The Classroom Beyond written by Karen Schrier and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-11-14 with Education categories.


Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.



Digital Games And Mathematics Learning


Digital Games And Mathematics Learning
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Author : Tom Lowrie
language : en
Publisher: Springer
Release Date : 2015-10-05

Digital Games And Mathematics Learning written by Tom Lowrie and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-10-05 with Education categories.


Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.



Digital Games And Language Learning


Digital Games And Language Learning
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Author : Mark Peterson
language : en
Publisher: Bloomsbury Publishing
Release Date : 2021-03-25

Digital Games And Language Learning written by Mark Peterson and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-25 with Language Arts & Disciplines categories.


Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.



Guidelines For Game Based Learning


Guidelines For Game Based Learning
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Author : Maja Pivec
language : en
Publisher: Pabst Science Publishers
Release Date : 2004

Guidelines For Game Based Learning written by Maja Pivec and has been published by Pabst Science Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computer-assisted instruction categories.


Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for learning purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating the learning process.



Gamification In Learning And Education


Gamification In Learning And Education
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Author : Sangkyun Kim
language : en
Publisher: Springer
Release Date : 2017-09-19

Gamification In Learning And Education written by Sangkyun Kim and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-19 with Education categories.


This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.



Science Teaching Reconsidered


Science Teaching Reconsidered
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Author : National Research Council
language : en
Publisher: National Academies Press
Release Date : 1997-03-12

Science Teaching Reconsidered written by National Research Council and has been published by National Academies Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 1997-03-12 with Education categories.


Effective science teaching requires creativity, imagination, and innovation. In light of concerns about American science literacy, scientists and educators have struggled to teach this discipline more effectively. Science Teaching Reconsidered provides undergraduate science educators with a path to understanding students, accommodating their individual differences, and helping them grasp the methodsâ€"and the wonderâ€"of science. What impact does teaching style have? How do I plan a course curriculum? How do I make lectures, classes, and laboratories more effective? How can I tell what students are thinking? Why don't they understand? This handbook provides productive approaches to these and other questions. Written by scientists who are also educators, the handbook offers suggestions for having a greater impact in the classroom and provides resources for further research.



Serious Games And Edutainment Applications


Serious Games And Edutainment Applications
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Author : Minhua Ma
language : en
Publisher: Springer
Release Date : 2017-03-03

Serious Games And Edutainment Applications written by Minhua Ma and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-03 with Computers categories.


With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.