Learning Education And Games


Learning Education And Games
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Learning Education Games Volume 3 100 Games To Use In The Classroom Beyond


Learning Education Games Volume 3 100 Games To Use In The Classroom Beyond
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Author : Karen Schrier
language : en
Publisher: Lulu.com
Release Date : 2019-11-18

Learning Education Games Volume 3 100 Games To Use In The Classroom Beyond written by Karen Schrier and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-11-18 with Education categories.


Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.



Learning And Education Games Volume Two Bringing Games Into Educational Contexts


Learning And Education Games Volume Two Bringing Games Into Educational Contexts
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Author : Karen Schrier Shaenfeld
language : en
Publisher: Lulu.com
Release Date : 2016

Learning And Education Games Volume Two Bringing Games Into Educational Contexts written by Karen Schrier Shaenfeld and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016 with Education categories.


The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning. This volume, Bringing Games into Educational Contexts, delves into the challenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).



Learning Education And Games


Learning Education And Games
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Author : Et Al.
language : en
Publisher: Lulu.com
Release Date : 2014

Learning Education And Games written by Et Al. and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Education categories.


volume one. Curricular and design considerations



Games And Education Designs In And For Learning


Games And Education Designs In And For Learning
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Author :
language : en
Publisher: BRILL
Release Date : 2018-11-26

Games And Education Designs In And For Learning written by and has been published by BRILL this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-11-26 with Education categories.


We live in a time of educational transformations towards more 21st century pedagogies and learning. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologist and researchers interested in changing educational practices.



Educational Game Design Fundamentals


Educational Game Design Fundamentals
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Author : George Kalmpourtzis
language : en
Publisher: CRC Press
Release Date : 2018-07-11

Educational Game Design Fundamentals written by George Kalmpourtzis and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-11 with Computers categories.


Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!



Using Games To Enhance Learning And Teaching


Using Games To Enhance Learning And Teaching
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Author : Nicola Whitton
language : en
Publisher: Routledge
Release Date : 2012

Using Games To Enhance Learning And Teaching written by Nicola Whitton and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Education categories.


Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.



Learning By Playing


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.



Digital Games And Learning


Digital Games And Learning
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Author : Nicola Whitton
language : en
Publisher: Routledge
Release Date : 2014-03-26

Digital Games And Learning written by Nicola Whitton and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-03-26 with Education categories.


In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.



Computer Games For Learning


Computer Games For Learning
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Author : Richard E. Mayer
language : en
Publisher: MIT Press
Release Date : 2014-07-11

Computer Games For Learning written by Richard E. Mayer and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-07-11 with Education categories.


A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.



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.