Game Based Learning And The Power Of Play
Download Game Based Learning And The Power Of Play full books in PDF, epub, and Kindle. Read online free Game Based Learning And The Power Of Play ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads.
Author |
: Pauline Rooney |
Publisher |
: Cambridge Scholars Publishing |
Total Pages |
: 275 |
Release |
: 2016-08-17 |
ISBN-10 |
: 9781443898416 |
ISBN-13 |
: 1443898414 |
Rating |
: 4/5 (16 Downloads) |
Synopsis Game-Based Learning and the Power of Play by : Pauline Rooney
In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.
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 |
: 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 |
: Matthew Farber |
Publisher |
: New Literacies and Digital Epistemologies |
Total Pages |
: 0 |
Release |
: 2018 |
ISBN-10 |
: 1433144743 |
ISBN-13 |
: 9781433144745 |
Rating |
: 4/5 (43 Downloads) |
Synopsis Game-based Learning in Action by : Matthew Farber
Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.
Author |
: Alison James |
Publisher |
: Springer |
Total Pages |
: 377 |
Release |
: 2019-01-31 |
ISBN-10 |
: 9783319957807 |
ISBN-13 |
: 3319957805 |
Rating |
: 4/5 (07 Downloads) |
Synopsis The Power of Play in Higher Education by : Alison James
This book examines the increasing popularity of creativity and play in tertiary learning, and how it can be harnessed to enhance the student experience at university. While play is often misunderstood as something ‘trivial’ and associated with early years education, the editors and contributors argue that play contributes to social and human development and relations at a fundamental level. This volume invalidates the commonly held assumption that play is only for children, drawing together numerous case studies from higher education that demonstrate how researchers, students and managers can benefit from play as a means of liberating thought, overturning obstacles and discovering fresh approaches to persistent challenges. This diverse and wide-ranging edited collection unites play theory and practice to address the gulf in research on this fascinating topic. It will be of interest and value to educators, students and scholars of play and creativity, as well as practitioners and academic leaders looking to incorporate play into the curriculum.
Author |
: Lindsey Blass |
Publisher |
: International Society for Technology in Education |
Total Pages |
: 129 |
Release |
: 2022-08-24 |
ISBN-10 |
: 9781564847966 |
ISBN-13 |
: 1564847969 |
Rating |
: 4/5 (66 Downloads) |
Synopsis Power Up Your Classroom by : Lindsey Blass
Learn to design learning experiences that leverage gameplay to increase motivation and engagement, while building classroom community. By the time Lindsey Blass and Cate Tolnai’s paths crossed, both had taken a path from teacher to coach to central/county office roles focused on innovative learning design, all while noticing three trends that extended beyond their classrooms: students who weren’t able to own and connect to their learning experience became disengaged; students and teachers alike had a general fear of failure; and teachers were perplexed at how to design learning experiences that fostered student choice and celebrated failure as an opportunity for iteration. Together, they began to ask … what if? What if we designed learning experiences that leveraged the power of gameplay to create more motivated learners? What if we modeled this type of learning with educators so they could experience the impact firsthand and spread the excitement and innovation in their classrooms? What if learning was fun for both students and teachers? This book: • Includes visual elements that model the theme of engaging in a game with tips, hints and suggestions sprinkled throughout the chapters. • Features a downloadable full-color game board that can be used in tandem with the book. • Provides access to an accompanying website that offers dynamic elements and book study questions. • Features the voices of experts and innovators in the fields of gamification and game-based learning. With a uniquely fun and inviting format, Power Up Your Classroom helps educators implement gamification and game-based learning in their classes to drive student engagement and learning.
Author |
: Fengfeng Ke |
Publisher |
: Springer |
Total Pages |
: 161 |
Release |
: 2018-12-07 |
ISBN-10 |
: 9783030043391 |
ISBN-13 |
: 3030043398 |
Rating |
: 4/5 (91 Downloads) |
Synopsis Interdisciplinary Design of Game-based Learning Platforms by : Fengfeng Ke
This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.
Author |
: Matthew Farber |
Publisher |
: Peter Lang Us |
Total Pages |
: 204 |
Release |
: 2021 |
ISBN-10 |
: 1433185954 |
ISBN-13 |
: 9781433185953 |
Rating |
: 4/5 (54 Downloads) |
Synopsis Gaming SEL by : Matthew Farber
In an engaging and readable tone, Farber explores key research about games and SEL. Teachers, game designers, and experts from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, UNESCO MGIEP, Harvard's EASEL Lab, and more share advice.
Author |
: James Paul Gee |
Publisher |
: Macmillan |
Total Pages |
: 233 |
Release |
: 2014-12-02 |
ISBN-10 |
: 9781466886421 |
ISBN-13 |
: 1466886420 |
Rating |
: 4/5 (21 Downloads) |
Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
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.