Instructional Techniques To Facilitate Learning And Motivation Of Serious Games

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Instructional Techniques To Facilitate Learning And Motivation Of Serious Games
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Author : Pieter Wouters
language : en
Publisher: Springer
Release Date : 2016-10-31
Instructional Techniques To Facilitate Learning And Motivation Of Serious Games written by Pieter Wouters and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-31 with Education categories.
The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.
How People Learn Ii
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Author : National Academies of Sciences, Engineering, and Medicine
language : en
Publisher: National Academies Press
Release Date : 2018-10-27
How People Learn Ii written by National Academies of Sciences, Engineering, and Medicine 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 2018-10-27 with Education categories.
There are many reasons to be curious about the way people learn, and the past several decades have seen an explosion of research that has important implications for individual learning, schooling, workforce training, and policy. In 2000, How People Learn: Brain, Mind, Experience, and School: Expanded Edition was published and its influence has been wide and deep. The report summarized insights on the nature of learning in school-aged children; described principles for the design of effective learning environments; and provided examples of how that could be implemented in the classroom. Since then, researchers have continued to investigate the nature of learning and have generated new findings related to the neurological processes involved in learning, individual and cultural variability related to learning, and educational technologies. In addition to expanding scientific understanding of the mechanisms of learning and how the brain adapts throughout the lifespan, there have been important discoveries about influences on learning, particularly sociocultural factors and the structure of learning environments. How People Learn II: Learners, Contexts, and Cultures provides a much-needed update incorporating insights gained from this research over the past decade. The book expands on the foundation laid out in the 2000 report and takes an in-depth look at the constellation of influences that affect individual learning. How People Learn II will become an indispensable resource to understand learning throughout the lifespan for educators of students and adults.
Handbook Of Research On E Assessment In Higher Education
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Author : Azevedo, Ana
language : en
Publisher: IGI Global
Release Date : 2018-09-14
Handbook Of Research On E Assessment In Higher Education written by Azevedo, Ana and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-09-14 with Education categories.
E-assessments of students profoundly influence their motivation and play a key role in the educational process. Adapting assessment techniques to current technological advancements allows for effective pedagogical practices, learning processes, and student engagement. The Handbook of Research on E-Assessment in Higher Education provides emerging perspectives on the theoretical and practical aspects of digital assessment techniques and applications within educational settings. Featuring coverage on a broad range of topics such as competency assessment, adaptive courseware, and learning performance, this publication is ideally designed for educational administrators, educational professionals, teachers and professors, researchers, and graduate-level students seeking current research on comparative studies and the pedagogical issues of online assessment in academic institutions.
Games And Learning Alliance
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Author : Iza Marfisi-Schottman
language : en
Publisher: Springer Nature
Release Date : 2020-12-02
Games And Learning Alliance written by Iza Marfisi-Schottman and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-02 with Computers categories.
This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020. The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies.
Exploring The Cognitive Social Cultural And Psychological Aspects Of Gaming And Simulations
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Author : Dubbels, Brock R.
language : en
Publisher: IGI Global
Release Date : 2018-10-19
Exploring The Cognitive Social Cultural And Psychological Aspects Of Gaming And Simulations written by Dubbels, Brock R. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-10-19 with Computers categories.
Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized across various disciplines such as education and engineering. As digital technologies become more integral to everyday life, it is imperative to explore the underlying effects they have on society and within these fields. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations provides emerging research on the societal and mental aspects of gaming and how video games impact different parts of an individual’s life. While highlighting the positive, important results of gaming in various disciplines, readers will learn how video games can be used in areas such as calculus, therapy, and professional development. This book is an important resource for engineers, graduate-level students, psychologists, game designers, educators, sociologists, and academics seeking current information on the effects of gaming and computer simulations across different industries.
Handbook Of Research On Implementing Digital Reality And Interactive Technologies To Achieve Society 5 0
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Author : Ugliotti, Francesca Maria
language : en
Publisher: IGI Global
Release Date : 2022-06-30
Handbook Of Research On Implementing Digital Reality And Interactive Technologies To Achieve Society 5 0 written by Ugliotti, Francesca Maria and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-06-30 with Computers categories.
Research on digital reality has been extensive in recent years, covering a wide range of topics and leading to new ways to approach and deal with complex situations. Within the Society 5.0 paradigm, people and machines establish a positive relationship to find solutions for social aspects and problems. This perspective establishes a strong interconnection between physical and virtual space, making the user an active player for better life and society. In these terms, digital systems and virtual and augmented reality technologies enable multi-dimensional scenarios and additional levels of interdisciplinary collaboration to create a highly inclusive communication network and social framework. The Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0 provides an overview of methods, processes, and tools adopted to achieve super-smart society needs by exploiting digital reality and interactive technologies. It includes case studies that illustrate applications that place people’s quality of life at the center of the digitalization process, accessing and managing different information and data domains. Covering topics such as cultural heritage, interactive learning, and virtual participation, this major reference work is a comprehensive resource for business executives and managers, IT managers, government officials, community leaders, arts and performance organizers, healthcare administrators and professionals, faculty and administrators of both K-12 and higher education, students of higher education, researchers, and academicians.
Using Cognitive And Affective Metrics In Educational Simulations And Games
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Author : Harold F. O'Neil
language : en
Publisher: Routledge
Release Date : 2021-05-17
Using Cognitive And Affective Metrics In Educational Simulations And Games written by Harold F. O'Neil and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-17 with Education categories.
Presenting original studies and rich conceptual analyses, this volume explores how cognitive and affective metrics can be used to effectively assess, modify, and enhance learning and assessment outcomes of simulations and games used in education and training. The volume responds to the increasing use of computer-based simulations and games across academic and professional sectors by bringing together contributions from different research communities, including K-12 and postsecondary education, medical, and military contexts. Drawing on empirical results, the chapter authors focus on the design and assessment of educational simulations and games. They describe how quantitative and qualitative metrics can be used effectively to evaluate and tailor instructional resources to the cognitive and affective needs of the individual learner. In doing so, the volume enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology.
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
Games And Learning Alliance
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Author : Manuel Gentile
language : en
Publisher: Springer
Release Date : 2019-01-31
Games And Learning Alliance written by Manuel Gentile and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-01-31 with Computers categories.
This book constitutes the refereed proceedings of the 7th International Conference on Games and Learning Alliance, GALA 2018, held in Palermo, Italy, in December 2018.The 38 revised regular papers presented together with 9 poster papers were carefully reviewed and selected from 68 submissions. The papers cover the following topics: games for skills training; game design; methods and tools; gamification and innovative game approaches.
Proceedings Of The Ninth Annual Gift Users Symposium Giftsym9
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Author : Benjamin Goldberg
language : en
Publisher: U.S. Army DEVCOM – Soldier Center
Release Date : 2021-05-26
Proceedings Of The Ninth Annual Gift Users Symposium Giftsym9 written by Benjamin Goldberg and has been published by U.S. Army DEVCOM – Soldier Center this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-26 with Computers categories.
The GIFT Users Symposia began in 2013 with the goal to capture successful implementations of GIFT from the user community and to share recommendations leading to more useful capabilities for authors, researchers, and learners of Adaptive Instructional Systems (AIS). The attached proceedings resulted from papers accepted for the 9th Annual GIFT Users Symposium held virtually (due to COVID-19) on 26-27 May 2021. It is a excellent collection of contributions covering all aspects of AIS implementation, with special attention towards future training and education concepts centered around collaboration and team dynamics.