Gaming For Classroom Based Learning Digital Role Playing As A Motivator Of Study
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Author |
: Baek, Young Kyun |
Publisher |
: IGI Global |
Total Pages |
: 358 |
Release |
: 2010-05-31 |
ISBN-10 |
: 9781615207145 |
ISBN-13 |
: 1615207147 |
Rating |
: 4/5 (45 Downloads) |
Synopsis Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study by : Baek, Young Kyun
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.
Author |
: Youngkyun Baek |
Publisher |
: |
Total Pages |
: 292 |
Release |
: 2010 |
ISBN-10 |
: OCLC:707610686 |
ISBN-13 |
: |
Rating |
: 4/5 (86 Downloads) |
Synopsis Gaming for Classroom-based Learning by : Youngkyun Baek
In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field. As part of an international dialogue among researchers in educational technology, this book investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning.
Author |
: Baek, Youngkyun |
Publisher |
: IGI Global |
Total Pages |
: 626 |
Release |
: 2013-01-31 |
ISBN-10 |
: 9781466628496 |
ISBN-13 |
: 1466628499 |
Rating |
: 4/5 (96 Downloads) |
Synopsis Cases on Digital Game-Based Learning: Methods, Models, and Strategies by : Baek, Youngkyun
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.
Author |
: Carly Finseth |
Publisher |
: McFarland |
Total Pages |
: 217 |
Release |
: 2018-05-25 |
ISBN-10 |
: 9781476631820 |
ISBN-13 |
: 1476631824 |
Rating |
: 4/5 (20 Downloads) |
Synopsis Teach Like a Gamer by : Carly Finseth
Digital role-playing games such as Rift, Diablo III, and Kingdoms of Amalur: Reckoning help players develop skills in critical thinking, problem solving, digital literacy, and lifelong learning. The author examines both the benefits and the drawbacks of role-playing games and their application to real-world teaching techniques. Readers will learn how to incorporate games-based instruction into their own classes and workplace training, as well as approaches to redesigning curriculum and programs.
Author |
: Felicia, Patrick |
Publisher |
: IGI Global |
Total Pages |
: 1462 |
Release |
: 2011-04-30 |
ISBN-10 |
: 9781609604967 |
ISBN-13 |
: 1609604962 |
Rating |
: 4/5 (67 Downloads) |
Synopsis Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches by : Felicia, Patrick
"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.
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 |
: Management Association, Information Resources |
Publisher |
: IGI Global |
Total Pages |
: 2250 |
Release |
: 2015-03-31 |
ISBN-10 |
: 9781466682016 |
ISBN-13 |
: 1466682019 |
Rating |
: 4/5 (16 Downloads) |
Synopsis Gamification: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources
Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.
Author |
: Ferdig, Richard E. |
Publisher |
: IGI Global |
Total Pages |
: 1762 |
Release |
: 2008-07-31 |
ISBN-10 |
: 9781599048116 |
ISBN-13 |
: 1599048116 |
Rating |
: 4/5 (16 Downloads) |
Synopsis Handbook of Research on Effective Electronic Gaming in Education by : Ferdig, Richard E.
"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.
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 |
: Linda Daniela |
Publisher |
: Springer Nature |
Total Pages |
: 239 |
Release |
: 2021-09-11 |
ISBN-10 |
: 9783030769864 |
ISBN-13 |
: 3030769860 |
Rating |
: 4/5 (64 Downloads) |
Synopsis Smart Pedagogy of Game-based Learning by : Linda Daniela
This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning