The Educator S Guide To Designing Games And Creative Active Learning Exercises

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The Educator S Guide To Designing Games And Creative Active Learning Exercises
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Author : Alex Gom
language : en
Publisher: Independently Published
Release Date : 2023-03-27
The Educator S Guide To Designing Games And Creative Active Learning Exercises written by Alex Gom and has been published by Independently Published this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-03-27 with categories.
How does computer education work? improving job performance by acquiring computer operating abilities and fundamental knowledge. The goal of computer education is to cover all of its subfields of study in various fields and sectors. The most effective tool that children can use to acquire new skills and abilities in education is a computer and access to the internet. PC assumes a critical part in every n each field of life. They assist us in numerous ways.
The Educator S Guide To Designing Games And Creative Active Learning Exercises
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Author : Joe Bisz
language : en
Publisher: Teachers College Press
Release Date : 2023
The Educator S Guide To Designing Games And Creative Active Learning Exercises written by Joe Bisz and has been published by Teachers College Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023 with Education categories.
EveryÊeducator’s imaginative instincts will be guided by this bookÕs practical designÊmethod, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors’ six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors’ extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games.Written in the language of instructional design, so advanced knowledge about games or technology is not required.Provides creative instructional techniques that will boost student engagement for both in-person and online instruction.Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.
Handbook Of Research On Decision Making Capabilities Improvement With Serious Games
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Author : Correia, Anacleto
language : en
Publisher: IGI Global
Release Date : 2023-07-10
Handbook Of Research On Decision Making Capabilities Improvement With Serious Games written by Correia, Anacleto and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-07-10 with Business & Economics categories.
How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.
Using Technology Wisely
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Author : Harold Wenglinsky
language : en
Publisher: Teachers College Press
Release Date : 2005-04-25
Using Technology Wisely written by Harold Wenglinsky and has been published by Teachers College Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005-04-25 with Education categories.
Provides information on the effect of technology on student academic performance in mathematics, science, and reading.
Impact Of Emergent Technologies On Writing Centers And Pedagogy
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Author : Wang, Tingjia
language : en
Publisher: IGI Global
Release Date : 2025-05-08
Impact Of Emergent Technologies On Writing Centers And Pedagogy written by Wang, Tingjia and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-05-08 with Education categories.
Emergent technologies reshape the landscape of writing centers and pedagogical practices in higher education. From AI-driven writing tools to collaborative platforms and digital feedback systems, these innovations transform how writing support is delivered, accessed, and understood. Writing centers are no longer confined to physical spaces, instead they evolve into hybrid or fully online environments that accommodate diverse learner needs and preferences. Pedagogically, instructors and tutors rethink traditional approaches, integrating digital literacy, multimodal composition, and ethical engagement with technology into their curricula. As a result, emergent technologies enhance accessibility and efficiency while challenging educators to critically examine the role of technology in writing instruction and the student learning experience. Impact of Emergent Technologies on Writing Centers and Pedagogy explores the impact of emergent technologies on writing centers and writing pedagogy in higher education worldwide. It examines the themes, concerns, and challenges emerging from different writing centers and their culturally and linguistically diverse responses towards the latest transformations in writing pedagogy. This book covers topics such as digital literacy, policymaking, and writing programs, and is a useful resource for educators, computer engineers, academicians, researchers, and scientists.
Serious Games
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Author : Jan L. Plass
language : en
Publisher: Springer Nature
Release Date : 2024-10-31
Serious Games written by Jan L. Plass and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-10-31 with Computers categories.
This book constitutes the refereed proceedings of the 10th Joint International Conference on Serious Games, JCSG 2024, held in New York City, NY, USA, during November 7–8, 2024. The 19 full papers, 5 short papers, 12 posters and 5 demos included in this book were carefully reviewed and selected from 63 submissions. They were organized in topical sections as follows: Artificial intelligence in serious games; Serious games analytics; Serious game design; Impact studies; Extended realities; Healthcare and wellbeing; Applications.
How The Arts Can Save Education
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Author : Erica Halverson
language : en
Publisher:
Release Date : 2021
How The Arts Can Save Education written by Erica Halverson and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021 with Education categories.
"A comprehensive look at how the arts (broadly conceived) can improve teaching, learning, and curriculum for all students, written in accessible language for non-academics and non-experts. It contains many evocative examples to illustrate the power of the arts to change education"--
What S Worth Teaching
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Author : Allan Collins
language : en
Publisher: Teachers College Press
Release Date : 2017-04-28
What S Worth Teaching written by Allan Collins and has been published by Teachers College Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-04-28 with Education categories.
Renowned cognitive scientist Allan Collins proposes a school curriculum that will fit the needs of our modern era. Examining how advances in technology, communication, and the dissemination of information are reshaping the world, Collins offers guidelines to help schools foster flexible, self-directed learners who will succeed in the global workplace.
Resources In Education
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Author :
language : en
Publisher:
Release Date : 1999
Resources 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 1999 with Education categories.
Transforming Our World Through Design Diversity And Education
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Author : G. Craddock
language : en
Publisher: IOS Press
Release Date : 2018-10-18
Transforming Our World Through Design Diversity And Education written by G. Craddock and has been published by IOS Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-10-18 with Medical categories.
Good design is enabling, and each and every one of us is a designer. Universal Design is widely recognized an important concept that should be incorporated in all person-centred policies. The United Nations Convention on the Rights of Persons with Disabilities (UNCRPD) clearly stipulates that the most effective way of delivering on the promise of an inclusive society is through a Universal Design approach. Sitting at the intersection of the fields of Higher Education and Universal Design, this book presents papers delivered at the Universal Design and Higher Education in Transformation Congress (UDHEIT2018), held in Dublin, Ireland, from 30 October to 2 November 2018. This event brings together key experts from industry, education, and government and non-government organization sectors to share experiences and knowledge with all participants. The 86 papers included here are grouped under 17 headings, or themes, ranging from education and digital learning through healthcare to engagement with industry and urban design. Celebrating and integrating all that is good in design, diversity and education, this book will be a valuable resource for all those interested in the inspiring and empowering developments in both Universal Design and higher education.