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Smart Pedagogy Of Game Based Learning


Smart Pedagogy Of Game Based Learning
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Smart Pedagogy Of Game Based Learning


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



Didactics Of Smart Pedagogy


Didactics Of Smart Pedagogy
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Author : Linda Daniela
language : en
Publisher: Springer
Release Date : 2018-11-27

Didactics Of Smart Pedagogy written by Linda Daniela and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-11-27 with Education categories.


The focus on smart education has become a new trend in the global educational field. Some countries have already developed smart education systems and there is increasing pressure coming from business and tech communities to continue this development. Simultaneously, there are only fragmented studies on the didactic aspects of technology usage. Thus, pedagogy as a science must engage in a new research direction—smart pedagogy. This book seeks to engage in a new research direction, that of smart pedagogy. It launches discussions on how to use all sorts of smart education solutions in the context of existing learning theories and on how to apply innovative solutions in order to reduce the marginalization of groups in educational contexts. It also explores transformations of pedagogical science, the role of the educator, applicable teaching methods, learning outcomes, and research and assessment of acquired knowledge in an effort to make the smart education process meaningful to a wide audience of international educators, researchers, and administrators working within and tangential to TEL.



Smart Education And E Learning Smart Pedagogy


Smart Education And E Learning Smart Pedagogy
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Author : Vladimir L. Uskov
language : en
Publisher: Springer Nature
Release Date : 2022-05-28

Smart Education And E Learning Smart Pedagogy written by Vladimir L. Uskov and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-28 with Technology & Engineering categories.


This book serves as a reference for researchers and practitioners in academia and industry. Smart education, smart e-learning and smart pedagogy are emerging and rapidly growing areas that have a potential to transform existing teaching strategies, learning environments and educational activities and technology. They are focused at enabling instructors to develop innovative ways of achieving excellence in teaching in highly technological smart university and providing students with new opportunities to maximize their success using smart classrooms, smart systems and technology. This book contains the contributions presented at the 9th international KES conference on Smart Education and e-Learning (SEEL-2022) with the Smart Pedagogy as the main conference theme. It comprises of forty nine high-quality peer-reviewed papers that are grouped into several interconnected parts: Part 1—Smart Pedagogy, Part 2—Smart Education, Part 3—Smart e-Learning, Part 4—Smart University, Part 5—Smart Education: Systems and Technology, Part 6—Digital Humanities and Social Sciences for Smart University Development: the Innovative Methods, Models and Technologies, Part 7—Digital Transformation of Education and Economics in Smart University and Part 8—Smart Education for Children with Special Educational Needs. We believe this book will serve as a useful source of research data and valuable information for faculty, scholars, Ph.D. students, administrators and practitioners—those who are interested in smart education, smart e-learning and smart pedagogy.



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



Playful Pedagogy In The Pandemic


Playful Pedagogy In The Pandemic
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Author : Emily K. Johnson
language : en
Publisher: Taylor & Francis
Release Date : 2022-08-26

Playful Pedagogy In The Pandemic written by Emily K. Johnson and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-08-26 with Education categories.


Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.



New Pedagogical Approaches In Game Enhanced Learning


New Pedagogical Approaches In Game Enhanced Learning
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Author : Sara de Freitas
language : en
Publisher: IGI Global
Release Date : 2013-01-01

New Pedagogical Approaches In Game Enhanced Learning written by Sara de Freitas and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-01-01 with Education categories.


"This book addresses the major challenges associated with adopting digital games into a standard curriculum, providing fresh perspectives from current practitioners in the education field"--Provided by publisher.



Design Motivation And Frameworks In Game Based Learning


Design Motivation And Frameworks In Game Based Learning
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Author : Tan, Wee Hoe
language : en
Publisher: IGI Global
Release Date : 2018-07-13

Design Motivation And Frameworks In Game Based Learning written by Tan, Wee Hoe and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-13 with Education categories.


Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.



Guidelines For Game Based Learning


Guidelines For Game Based Learning
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Author : Maja Pivec
language : en
Publisher: Pabst Science Publishers
Release Date : 2004

Guidelines For Game Based Learning written by Maja Pivec and has been published by Pabst Science Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computer-assisted instruction categories.


Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for learning purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating the learning process.



Game Based Learning Across The Disciplines


Game Based Learning Across The Disciplines
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Author : Carmela Aprea
language : en
Publisher: Springer Nature
Release Date : 2021-08-02

Game Based Learning Across The Disciplines written by Carmela Aprea and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-08-02 with Education categories.


The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.



Research Anthology On Developments In Gamification And Game Based Learning


Research Anthology On Developments In Gamification And Game Based Learning
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2021-11-26

Research Anthology On Developments In Gamification And Game Based Learning written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-11-26 with Education categories.


Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.