Elemento Game
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Elemento Game
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Author : Robert Lewis
language : en
Publisher: Amer Chemical Society
Release Date : 1994
Elemento Game written by Robert Lewis and has been published by Amer Chemical Society this book supported file pdf, txt, epub, kindle and other format this book has been release on 1994 with Games categories.
Handbook Of Research On The Influence And Effectiveness Of Gamification In Education
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Author : Bernardes, Oscar
language : en
Publisher: IGI Global
Release Date : 2022-05-20
Handbook Of Research On The Influence And Effectiveness Of Gamification In Education written by Bernardes, Oscar and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-20 with Education categories.
Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.
Smart Pedagogy Of Game Based Learning
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Author : Linda Daniela
language : en
Publisher: Springer Nature
Release Date : 2021-09-11
Smart Pedagogy Of Game Based Learning written by Linda Daniela and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-09-11 with Education categories.
This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning
The Complete Home Learning Sourcebook
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Author : Rebecca Rupp
language : en
Publisher: Three Rivers Press (CA)
Release Date : 1998
The Complete Home Learning Sourcebook written by Rebecca Rupp and has been published by Three Rivers Press (CA) this book supported file pdf, txt, epub, kindle and other format this book has been release on 1998 with Education categories.
Lists all the resources needed to create a balanced curriculum for homeschooling--from preschool to high school level.
Handbook Of Research On Immersive Digital Games In Educational Environments
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Author : Krassmann, Aliane Loureiro
language : en
Publisher: IGI Global
Release Date : 2018-08-31
Handbook Of Research On Immersive Digital Games In Educational Environments written by Krassmann, Aliane Loureiro and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-08-31 with Education categories.
Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging research exploring the theoretical and practical aspects of digital games and technological resources and applications within contemporary education. Featuring coverage on a broad range of topics such as digital integration, educational simulation, and learning theories, this book is ideally designed for teachers, pre-service teachers, students, educational researchers, and education software developers seeking current research on diverse immersive platforms and three-dimensional environments that support the creation of digital games and other applications to improve teaching and learning processes.
Teaching Innovation In University Education Case Studies And Main Practices
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Author : Saura, Jose Ramon
language : en
Publisher: IGI Global
Release Date : 2022-06-17
Teaching Innovation In University Education Case Studies And Main Practices written by Saura, Jose Ramon and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-06-17 with Education categories.
In the last decade, the development of new technologies has made innovation a fundamental pillar of education. Teaching innovation includes the evolution of both teaching and learning models to drive improvements in educational methodologies. Teaching innovation is a pioneer in the understanding and comprehension of the different teaching methodologies and models developed in the academic area. Teaching innovation is a process that seeks validation in the academic and teaching communities at universities in order to promote the improvement and its practices and uses in the future characterized by digital development and data-based methods. Teaching Innovation in University Education: Case Studies and Main Practices features the major practices and case studies of teaching innovation developed in recent years at universities. It is a source on study cases focused on teaching innovation methodologies as well as on the identification of new technologies that will help the development of initiatives and practices focused on teaching innovation at higher education institutions. Covering topics such as didactic strategics, service learning, and technology-based gamification, this premier reference source is an indispensable resource for pre-service teachers, lecturers, students, faculty, administrators, libraries, entrepreneurs, researchers, and academicians.
Video Games Around The World
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Author : Mark J. P. Wolf
language : en
Publisher: MIT Press
Release Date : 2015-05-01
Video Games Around The World written by Mark J. P. Wolf and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-05-01 with Games & Activities categories.
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Handbook Of Research On Using Disruptive Methodologies And Game Based Learning To Foster Transversal Skills
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Author : Rivera-Trigueros, Irene
language : en
Publisher: IGI Global
Release Date : 2022-02-11
Handbook Of Research On Using Disruptive Methodologies And Game Based Learning To Foster Transversal Skills written by Rivera-Trigueros, Irene and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-02-11 with Education categories.
As new technologies and professional profiles emerge, traditional education paradigms have to be adapted to new scenarios, creating favorable conditions for promoting transversal skills among students. Consequently, there is a growing demand for training in emergent skills to solve problems of different natures, distributive leadership competencies, empathy, ability to control emotions, etc. In this sense, one of the challenges that educators of all different educational levels and training contexts have to face is to foster these skills in their courses. To overcome these obstacles, innovative and disruptive methodologies, such as game-based learning activities like escape rooms, can be a great ally for teachers to work on transversal skills and specific knowledge at the same time. The Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills gathers knowledge, skills, abilities, and capabilities on innovative and disruptive methodologies that can be applied in all educational levels to foster transversal skills. This publication contains different contributions focused on the description of innovative educational methods, processes, and tools that can be adopted by teachers to promote transversal skills such as creativity, critical thinking, decision-making, and entrepreneurial skills. This book is ideal for teachers, instructional designers, educational software developers, academics, professionals, students, and researchers working at all levels in the educational field and provides valuable background information to professionals who aim to overcome traditional paradigm obstacles and meet student needs by means of innovative and disruptive methodologies.
Gaming For Innovation
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Author : Gianluca Arnesano
language : it
Publisher: FrancoAngeli
Release Date : 2021-02-01T00:00:00+01:00
Gaming For Innovation written by Gianluca Arnesano and has been published by FrancoAngeli this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-02-01T00:00:00+01:00 with Business & Economics categories.
1065.171
Videogame Sciences And Arts
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Author : Inês Barbedo
language : en
Publisher: Springer Nature
Release Date : 2022-01-23
Videogame Sciences And Arts written by Inês Barbedo and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-01-23 with Computers categories.
This book constitutes the refereed proceedings of the 12th International Conference on Videogame Sciences and Arts, VJ 2020, held in Mirandela, Portugal, in November 2020.* The 10 full papers presented were carefully reviewed and selected from 46 submissions. *The conference was held online due to the COVID-19 pandemic.