Handbook Of Research On Effective Electronic Gaming In Education


Handbook Of Research On Effective Electronic Gaming In Education
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Handbook Of Research On Effective Electronic Gaming In Education


Handbook Of Research On Effective Electronic Gaming In Education
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Author : Ferdig, Richard E.
language : en
Publisher: IGI Global
Release Date : 2008-07-31

Handbook Of Research On Effective Electronic Gaming In Education written by Ferdig, Richard E. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-07-31 with Technology & Engineering categories.


"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.



Handbook Of Research On Effective Electronic Gaming In Education


Handbook Of Research On Effective Electronic Gaming In Education
DOWNLOAD eBooks

Author :
language : en
Publisher:
Release Date : 2009

Handbook Of Research On Effective Electronic Gaming 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 2009 with Electronic games categories.


"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.



Handbook Of Research On Effective Electronic Gaming In Education


Handbook Of Research On Effective Electronic Gaming In Education
DOWNLOAD eBooks

Author :
language : en
Publisher:
Release Date : 2009

Handbook Of Research On Effective Electronic Gaming 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 2009 with Electronic games categories.


"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.



Handbook Of Research On Serious Games For Educational Applications


Handbook Of Research On Serious Games For Educational Applications
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Author : Zheng, Robert
language : en
Publisher: IGI Global
Release Date : 2016-08-01

Handbook Of Research On Serious Games For Educational Applications written by Zheng, Robert and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-08-01 with Education categories.


Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.



Handbook Of Research On Serious Games As Educational Business And Research Tools


Handbook Of Research On Serious Games As Educational Business And Research Tools
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Author : Cruz-Cunha, Maria Manuela
language : en
Publisher: IGI Global
Release Date : 2012-02-29

Handbook Of Research On Serious Games As Educational Business And Research Tools written by Cruz-Cunha, Maria Manuela and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-02-29 with Education categories.


"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.



Handbook Of Game Based Learning


Handbook Of Game Based Learning
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Author : Jan L. Plass
language : en
Publisher: MIT Press
Release Date : 2020-02-04

Handbook Of Game Based Learning written by Jan L. Plass and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02-04 with Education categories.


A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan



Handbook Of Game Based Learning


Handbook Of Game Based Learning
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Author : Jan L. Plass
language : en
Publisher: MIT Press
Release Date : 2020-02-04

Handbook Of Game Based Learning written by Jan L. Plass and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02-04 with Education categories.


A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan



Handbook Of Research On Improving Learning And Motivation Through Educational Games Multidisciplinary Approaches


Handbook Of Research On Improving Learning And Motivation Through Educational Games Multidisciplinary Approaches
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Author : Felicia, Patrick
language : en
Publisher: IGI Global
Release Date : 2011-04-30

Handbook Of Research On Improving Learning And Motivation Through Educational Games Multidisciplinary Approaches written by Felicia, Patrick and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-04-30 with Education categories.


"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.



Gaming For Classroom Based Learning Digital Role Playing As A Motivator Of Study


Gaming For Classroom Based Learning Digital Role Playing As A Motivator Of Study
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Author : Baek, Young Kyun
language : en
Publisher: IGI Global
Release Date : 2010-05-31

Gaming For Classroom Based Learning Digital Role Playing As A Motivator Of Study written by Baek, Young Kyun and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-05-31 with Computers categories.


As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.



Design Utilization And Analysis Of Simulations And Game Based Educational Worlds


Design Utilization And Analysis Of Simulations And Game Based Educational Worlds
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Author : Ferdig, Richard E.
language : en
Publisher: IGI Global
Release Date : 2013-05-31

Design Utilization And Analysis Of Simulations And Game Based Educational Worlds written by Ferdig, Richard E. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-05-31 with Education categories.


Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.