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The Use Of Rewards In Instructional Digital Games


The Use Of Rewards In Instructional Digital Games
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The Use Of Rewards In Instructional Digital Games


The Use Of Rewards In Instructional Digital Games
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Author : John Malala
language : en
Publisher:
Release Date : 2007

The Use Of Rewards In Instructional Digital Games written by John Malala and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with categories.


The main argument being presented in this paper is that instructional designers and educational researchers need to shift their attention from performance to interest. Educational digital games have to aim at building lasting interest in real world applications. The main hypothesis advocated in this paper is that the use of rewards in educational games may aid building an intrinsic motivation in students. The reward system is based on the educational notion of positive reinforcement and operant conditioning.



Game On


Game On
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Author : Ryan L. Schaaf
language : en
Publisher: Solution Tree Press
Release Date : 2016-10-25

Game On written by Ryan L. Schaaf and has been published by Solution Tree Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-25 with Education categories.


Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources



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.



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.



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.



Games Purpose And Potential In Education


Games Purpose And Potential In Education
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Author : Christopher Thomas Miller
language : en
Publisher: Springer Science & Business Media
Release Date : 2008-10-22

Games Purpose And Potential In Education written by Christopher Thomas Miller and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-10-22 with Education categories.


The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.



Choosing And Using Digital Games In The Classroom


Choosing And Using Digital Games In The Classroom
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Author : Katrin Becker
language : en
Publisher: Springer
Release Date : 2016-09-29

Choosing And Using Digital Games In The Classroom written by Katrin Becker and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-09-29 with Education categories.


This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.



Making School A Game Worth Playing


Making School A Game Worth Playing
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Author : Ryan Schaaf
language : en
Publisher: Corwin Press
Release Date : 2014-06-05

Making School A Game Worth Playing written by Ryan Schaaf and has been published by Corwin Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-06-05 with Education categories.


Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!



Digital Games And Mathematics Learning


Digital Games And Mathematics Learning
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Author : Tom Lowrie
language : en
Publisher: Springer
Release Date : 2015-10-05

Digital Games And Mathematics Learning written by Tom Lowrie and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-10-05 with Education categories.


Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.