Games Purpose And Potential In Education

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Games Purpose And Potential In Education
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Author : Christopher Thomas Miller
language : en
Publisher: Springer Science & Business Media
Release Date : 2008-10-22
Games Purpose And Potential In Education written by Christopher Thomas Miller and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-10-22 with Education categories.
The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
Games Purpose And Potential In Education
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Author : Christopher Thomas Miller
language : en
Publisher: Springer
Release Date : 2008-11-01
Games Purpose And Potential In Education written by Christopher Thomas Miller and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-11-01 with Education categories.
The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
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.
Games Purpose And Potential In Education
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Author :
language : en
Publisher:
Release Date : 2008
Games Purpose And Potential In Education written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with categories.
Focuses on issues of how games can fit into education and instructional design. This volume explores various topics in the field of educational games and simulations, the future potential of the field, and resources related to educational games and simulations.
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.
Serious Games In Education
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Author : Simon Egenfeldt-Nielsen
language : en
Publisher: Aarhus Universitetsforlag
Release Date : 2011-12-12
Serious Games In Education written by Simon Egenfeldt-Nielsen and has been published by Aarhus Universitetsforlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-12-12 with Education categories.
In the global culture of education, game-based learning needs to be an integrated part of formal education, and not just an 'exotic spice' for many educators, as it is today. The critical role of the educator as a facilitator, gatekeeper and enabler of serious games is often downplayed. Therefore a comparison across regions is needed so that we do not limit the potential of transferring best practice, research results and the development of games across borders. This book deals with three key questions: How are serious games understood and designed? How do they establish themselves in learning and education locally? And, how can games as a learning culture be explored in a global perspective?
The Civic Potential Of Video Games
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Author : Joseph Kahne
language : en
Publisher: MIT Press
Release Date : 2009-06-05
The Civic Potential Of Video Games written by Joseph Kahne and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-06-05 with Technology & Engineering categories.
This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement. Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.
Computational Thinking Education
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Author : Siu-Cheung Kong
language : en
Publisher: Springer
Release Date : 2019-07-04
Computational Thinking Education written by Siu-Cheung Kong and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-07-04 with Education categories.
This This book is open access under a CC BY 4.0 license.This book offers a comprehensive guide, covering every important aspect of computational thinking education. It provides an in-depth discussion of computational thinking, including the notion of perceiving computational thinking practices as ways of mapping models from the abstraction of data and process structures to natural phenomena. Further, it explores how computational thinking education is implemented in different regions, and how computational thinking is being integrated into subject learning in K-12 education. In closing, it discusses computational thinking from the perspective of STEM education, the use of video games to teach computational thinking, and how computational thinking is helping to transform the quality of the workforce in the textile and apparel industry.
Handbook Of Research On Gaming Trends In P 12 Education
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Author : Russell, Donna
language : en
Publisher: IGI Global
Release Date : 2015-10-21
Handbook Of Research On Gaming Trends In P 12 Education written by Russell, Donna and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-10-21 with Education categories.
Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.
A Guide To Designing Curricular Games
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Author : Janna Jackson Kellinger
language : en
Publisher: Springer
Release Date : 2016-10-19
A Guide To Designing Curricular Games written by Janna Jackson Kellinger and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-19 with Education categories.
This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.