Choosing And Using Digital Games In The Classroom
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Author |
: Katrin Becker |
Publisher |
: Springer |
Total Pages |
: 429 |
Release |
: 2016-09-29 |
ISBN-10 |
: 9783319122236 |
ISBN-13 |
: 3319122231 |
Rating |
: 4/5 (36 Downloads) |
Synopsis Choosing and Using Digital Games in the Classroom by : Katrin Becker
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.
Author |
: Fran Blumberg |
Publisher |
: Oxford University Press, USA |
Total Pages |
: 386 |
Release |
: 2014 |
ISBN-10 |
: 9780199896646 |
ISBN-13 |
: 019989664X |
Rating |
: 4/5 (46 Downloads) |
Synopsis Learning by Playing by : Fran Blumberg
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.
Author |
: Marc Prensky |
Publisher |
: Paragon House |
Total Pages |
: 464 |
Release |
: 2007-03-01 |
ISBN-10 |
: 1557788634 |
ISBN-13 |
: 9781557788634 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Digital Game-Based Learning by : Marc Prensky
Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.
Author |
: Maja Pivec |
Publisher |
: Pabst Science Publishers |
Total Pages |
: 118 |
Release |
: 2004 |
ISBN-10 |
: 9781593260729 |
ISBN-13 |
: 1593260725 |
Rating |
: 4/5 (29 Downloads) |
Synopsis Guidelines for Game-based Learning by : Maja Pivec
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.
Author |
: Ioannis Deliyannis |
Publisher |
: BoD – Books on Demand |
Total Pages |
: 156 |
Release |
: 2020-04-01 |
ISBN-10 |
: 9781838800093 |
ISBN-13 |
: 1838800093 |
Rating |
: 4/5 (93 Downloads) |
Synopsis Game Design and Intelligent Interaction by : Ioannis Deliyannis
The book presents a collection of chapters that focus on the design, use, and evaluation of games and the application of gamification processes in serious learning scenarios. This is clearly the way of the future, as those technologies are currently being used to change the way we explore, learn, and share our knowledge with others. The field will evolve in the near future with the use of new delivery platforms, while various technologies will merge into more concrete media, including wearable multipurpose devices. This book presents a series of design and evaluation case studies enabling the reader to appreciate the complexity of the task in hand, sample different case studies, and appreciate how different requirements can be met using game design and evaluation theory, analysis, and implementation.
Author |
: Carmela Aprea |
Publisher |
: Springer Nature |
Total Pages |
: 427 |
Release |
: 2021-08-02 |
ISBN-10 |
: 9783030751425 |
ISBN-13 |
: 3030751422 |
Rating |
: 4/5 (25 Downloads) |
Synopsis Game-based Learning Across the Disciplines by : Carmela Aprea
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.
Author |
: Mark Peterson |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 253 |
Release |
: 2021-03-25 |
ISBN-10 |
: 9781350133020 |
ISBN-13 |
: 1350133027 |
Rating |
: 4/5 (20 Downloads) |
Synopsis Digital Games and Language Learning by : Mark Peterson
Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.
Author |
: Maria Luisa Lorusso |
Publisher |
: Frontiers Media SA |
Total Pages |
: 183 |
Release |
: 2022-01-13 |
ISBN-10 |
: 9782889740659 |
ISBN-13 |
: 288974065X |
Rating |
: 4/5 (59 Downloads) |
Synopsis New Educational Technologies and Their Impact on Students' Well-being and Inclusion Process by : Maria Luisa Lorusso
Author |
: Management Association, Information Resources |
Publisher |
: IGI Global |
Total Pages |
: 1971 |
Release |
: 2021-11-26 |
ISBN-10 |
: 9781668437117 |
ISBN-13 |
: 1668437112 |
Rating |
: 4/5 (17 Downloads) |
Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources
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.
Author |
: Dr Melanie Ciussi |
Publisher |
: Academic Conferences and publishing limited |
Total Pages |
: 962 |
Release |
: 2018-10-04 |
ISBN-10 |
: 9781912764006 |
ISBN-13 |
: 1912764008 |
Rating |
: 4/5 (06 Downloads) |
Synopsis ECGBL 2018 12th European Conference on Game-Based Learning by : Dr Melanie Ciussi