Enhancing Education And Training Initiatives Through Serious Games
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Author |
: Denholm, John |
Publisher |
: IGI Global |
Total Pages |
: 325 |
Release |
: 2017-09-13 |
ISBN-10 |
: 9781522536901 |
ISBN-13 |
: 1522536906 |
Rating |
: 4/5 (01 Downloads) |
Synopsis Enhancing Education and Training Initiatives Through Serious Games by : Denholm, John
Games have become popular tools to enhance learning in both educational and business environments. Analyzing the link between games and their results on students can help provide advances for learning initiatives in the future. Enhancing Education and Training Initiatives Through Serious Games is an essential reference source that examines the impact that games and simulations have within different learning environments. Featuring in-depth discussions on relevant topics including self-reporting surveys, project management techniques, academic training, and game design, this publication is an ideal resource for academicians, students, business owners, and professionals that are interested in discovering the advances of serious gaming techniques.
Author |
: Simon Egenfeldt-Nielsen |
Publisher |
: Aarhus Universitetsforlag |
Total Pages |
: 203 |
Release |
: 2011-12-31 |
ISBN-10 |
: 9788771242591 |
ISBN-13 |
: 8771242597 |
Rating |
: 4/5 (91 Downloads) |
Synopsis Serious Games in Education by : Simon Egenfeldt-Nielsen
In the global culture of education, game-based learning needs to be an integrated part of formal education, and not just an 'exotic spice' for many educators, as it is today. The critical role of the educator as a facilitator, gatekeeper and enabler of serious games is often downplayed. Therefore a comparison across regions is needed so that we do not limit the potential of transferring best practice, research results and the development of games across borders. This book deals with three key questions: How are serious games understood and designed? How do they establish themselves in learning and education locally? And, how can games as a learning culture be explored in a global perspective?
Author |
: Minhua Ma |
Publisher |
: Springer |
Total Pages |
: 694 |
Release |
: 2017-03-03 |
ISBN-10 |
: 9783319516455 |
ISBN-13 |
: 3319516450 |
Rating |
: 4/5 (55 Downloads) |
Synopsis Serious Games and Edutainment Applications by : Minhua Ma
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Author |
: |
Publisher |
: BRILL |
Total Pages |
: 95 |
Release |
: 2008-01-01 |
ISBN-10 |
: 9789087903817 |
ISBN-13 |
: 9087903812 |
Rating |
: 4/5 (17 Downloads) |
Synopsis Serious Educational Games by :
Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.
Author |
: Clark C. Abt |
Publisher |
: University Press of America |
Total Pages |
: 200 |
Release |
: 1987 |
ISBN-10 |
: 0819161489 |
ISBN-13 |
: 9780819161482 |
Rating |
: 4/5 (89 Downloads) |
Synopsis Serious Games by : Clark C. Abt
The author explores the ways in which games can be used to instruct and inform as well as provide pleasure. He uses innovative approaches to problem solving through individualized game techniques.
Author |
: Ralf Dörner |
Publisher |
: Springer |
Total Pages |
: 429 |
Release |
: 2016-08-25 |
ISBN-10 |
: 9783319406121 |
ISBN-13 |
: 3319406124 |
Rating |
: 4/5 (21 Downloads) |
Synopsis Serious Games by : Ralf Dörner
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.
Author |
: Yam San Chee |
Publisher |
: Springer |
Total Pages |
: 199 |
Release |
: 2015-08-18 |
ISBN-10 |
: 9789812875181 |
ISBN-13 |
: 9812875182 |
Rating |
: 4/5 (81 Downloads) |
Synopsis Games-To-Teach or Games-To-Learn by : Yam San Chee
The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.
Author |
: Cruz-Cunha, Maria Manuela |
Publisher |
: IGI Global |
Total Pages |
: 1434 |
Release |
: 2012-02-29 |
ISBN-10 |
: 9781466601505 |
ISBN-13 |
: 1466601507 |
Rating |
: 4/5 (05 Downloads) |
Synopsis Handbook of Research on Serious Games as Educational, Business and Research Tools by : Cruz-Cunha, Maria Manuela
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.
Author |
: Marmon, Michael |
Publisher |
: IGI Global |
Total Pages |
: 341 |
Release |
: 2018-03-16 |
ISBN-10 |
: 9781522532309 |
ISBN-13 |
: 1522532307 |
Rating |
: 4/5 (09 Downloads) |
Synopsis Enhancing Social Presence in Online Learning Environments by : Marmon, Michael
The use of media to create and maintain a public presence has become a ubiquitous aspect of daily life. Such interactions should be used to enhance other aspects of life that have become heavily technology-driven, such as education. Enhancing Social Presence in Online Learning Environments is a critical scholarly publication that explores the different perspectives of public latency and the creation of electronic educational formats that mimic the experience of traditional classrooms. Featuring a wide range of coverage on topics that include active learning, teacher authority, and computer-mediated communication, this publication is geared toward educators, professionals, school administrators, researchers, and practitioners in the field of education.
Author |
: Minhua Ma |
Publisher |
: Springer |
Total Pages |
: 504 |
Release |
: 2014-03-02 |
ISBN-10 |
: 1447158113 |
ISBN-13 |
: 9781447158110 |
Rating |
: 4/5 (13 Downloads) |
Synopsis Serious Games and Edutainment Applications by : Minhua Ma
The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.