Design And Implementation Of Educational Games Theoretical And Practical Perspectives

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Design And Implementation Of Educational Games
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Author :
language : en
Publisher:
Release Date : 2010
Design And Implementation Of Educational Games written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with Educational games categories.
Design And Implementation Of Educational Games Theoretical And Practical Perspectives
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Author : Zemliansky, Pavel
language : en
Publisher: IGI Global
Release Date : 2010-04-30
Design And Implementation Of Educational Games Theoretical And Practical Perspectives written by Zemliansky, Pavel and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-04-30 with Medical categories.
"This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.
Learning By Playing
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Author : Fran C. Blumberg PhD
language : en
Publisher: Oxford University Press
Release Date : 2014-03-10
Learning By Playing written by Fran C. Blumberg PhD and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-03-10 with Psychology 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. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. 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. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.
Ecgbl 2019 13th European Conference On Game Based Learning
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Author : Lars Elbæk
language : en
Publisher: Academic Conferences and publishing limited
Release Date : 2019-10-03
Ecgbl 2019 13th European Conference On Game Based Learning written by Lars Elbæk and has been published by Academic Conferences and publishing limited this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-10-03 with Education categories.
Elearning Engagement In A Transformative Social Learning Environment
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Author : Crawford, Caroline M.
language : en
Publisher: IGI Global
Release Date : 2021-06-17
Elearning Engagement In A Transformative Social Learning Environment written by Crawford, Caroline M. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-06-17 with Education categories.
Distance learning and remote learning have been developing options within the eLearning and talent training realms for over two decades, yet distance learning has become a significant reality within the past few months, especially as the COVID-19 pandemic has forever impacted the K-12, higher education, and adult training and talent development workforce solutions. Within the rapid shift into remote and distance learning environments, the curricular design and instructional design are understood as necessary. However, there is a need to understand aspects around social learning within eLearning environments. It is important to understand the opportunity of moving towards transformative social learning environmental engagement and experiences within distance and remote learning environments to improve the ability to understand social learning in eLearning environments. eLearning Engagement in a Transformative Social Learning Environment focuses on supporting and enhancing remote and distance learning (eLearning) instructional experiences, discusses the strategic role of social learning within eLearning environments, and enhances levels of engagement, transformative learning, and talent attainment environments. This book provides insights and support towards policies and procedures within instructional and training decision making around social learning needs and support. The chapters will explore social learning opportunities and support, modeling social learning engagement, communities of practice, and instructional processes of eLearning. The intended audience is teachers, curriculum developers, instructional designers, professionals, researchers, practitioners, and students working in the field of teaching, training, and talent development.
Diversifying Learner Experience
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Author : Caroline Koh
language : en
Publisher: Springer Nature
Release Date : 2021-01-04
Diversifying Learner Experience written by Caroline Koh and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-01-04 with Education categories.
This book brings together strategies and innovations that educators from diverse educational contexts have conceptualized and implemented to cater to differences in academic ability, as well as in other domains such as psychosocial contexts and developmental needs. The emergence of IT and new technologies have altered the educational landscape and opened a multitude of opportunities for diverse modes of instruction catering to diverse student populations. The book addresses the gap in the literature with evidence-based reports of innovative strategies and approaches that are grounded in educational research. It identifies student differences in terms of academic ability and also, with regard to their cultural and social background, their developmental and psycho-emotional needs. It examines how new technologies are used in instructional approaches and how these innovative strategies diversify learner experiences. The book is a valuable resource to practitioners, researchers and educational administrators.
Videogame Sciences And Arts
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Author : Liliana Vale Costa
language : en
Publisher: Springer Nature
Release Date : 2024-01-02
Videogame Sciences And Arts written by Liliana Vale Costa and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-02 with Computers categories.
This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28–30, 2023. The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.
Serious Games For Healthcare Applications And Implications
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Author : Arnab, Sylvester
language : en
Publisher: IGI Global
Release Date : 2012-07-31
Serious Games For Healthcare Applications And Implications written by Arnab, Sylvester and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-07-31 with Health & Fitness categories.
With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.
Blended Learning Environments For Adults Evaluations And Frameworks
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Author : Anastasiades, Panagiotes S.
language : en
Publisher: IGI Global
Release Date : 2012-04-30
Blended Learning Environments For Adults Evaluations And Frameworks written by Anastasiades, Panagiotes S. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-04-30 with Education categories.
"This book demonstrates the view that Information and Communication Technologies should not be considered as a neutral teaching medium, but instead be implemented under pedagogical conditions; aiming at the development of critical thinking through their creative integration into the social and cultural context"--
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.