Smart Pedagogy of Game-based Learning

Smart Pedagogy of Game-based Learning
Author :
Publisher : Springer Nature
Total Pages : 239
Release :
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

Didactics of Smart Pedagogy

Didactics of Smart Pedagogy
Author :
Publisher : Springer
Total Pages : 496
Release :
ISBN-10 : 9783030015510
ISBN-13 : 3030015513
Rating : 4/5 (10 Downloads)

Synopsis Didactics of Smart Pedagogy by : Linda Daniela

The focus on smart education has become a new trend in the global educational field. Some countries have already developed smart education systems and there is increasing pressure coming from business and tech communities to continue this development. Simultaneously, there are only fragmented studies on the didactic aspects of technology usage. Thus, pedagogy as a science must engage in a new research direction—smart pedagogy. This book seeks to engage in a new research direction, that of smart pedagogy. It launches discussions on how to use all sorts of smart education solutions in the context of existing learning theories and on how to apply innovative solutions in order to reduce the marginalization of groups in educational contexts. It also explores transformations of pedagogical science, the role of the educator, applicable teaching methods, learning outcomes, and research and assessment of acquired knowledge in an effort to make the smart education process meaningful to a wide audience of international educators, researchers, and administrators working within and tangential to TEL.

Smart Learning Environments

Smart Learning Environments
Author :
Publisher : Springer
Total Pages : 224
Release :
ISBN-10 : 9783662444474
ISBN-13 : 366244447X
Rating : 4/5 (74 Downloads)

Synopsis Smart Learning Environments by : Maiga Chang

This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.

Playful Pedagogy in the Pandemic

Playful Pedagogy in the Pandemic
Author :
Publisher : Taylor & Francis
Total Pages : 133
Release :
ISBN-10 : 9781000640298
ISBN-13 : 1000640299
Rating : 4/5 (98 Downloads)

Synopsis Playful Pedagogy in the Pandemic by : Emily K. Johnson

Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.

Smart Education and e-Learning - Smart Pedagogy

Smart Education and e-Learning - Smart Pedagogy
Author :
Publisher : Springer Nature
Total Pages : 543
Release :
ISBN-10 : 9789811931123
ISBN-13 : 9811931127
Rating : 4/5 (23 Downloads)

Synopsis Smart Education and e-Learning - Smart Pedagogy by : Vladimir L. Uskov

This book serves as a reference for researchers and practitioners in academia and industry. Smart education, smart e-learning and smart pedagogy are emerging and rapidly growing areas that have a potential to transform existing teaching strategies, learning environments and educational activities and technology. They are focused at enabling instructors to develop innovative ways of achieving excellence in teaching in highly technological smart university and providing students with new opportunities to maximize their success using smart classrooms, smart systems and technology. This book contains the contributions presented at the 9th international KES conference on Smart Education and e-Learning (SEEL-2022) with the Smart Pedagogy as the main conference theme. It comprises of forty nine high-quality peer-reviewed papers that are grouped into several interconnected parts: Part 1—Smart Pedagogy, Part 2—Smart Education, Part 3—Smart e-Learning, Part 4—Smart University, Part 5—Smart Education: Systems and Technology, Part 6—Digital Humanities and Social Sciences for Smart University Development: the Innovative Methods, Models and Technologies, Part 7—Digital Transformation of Education and Economics in Smart University and Part 8—Smart Education for Children with Special Educational Needs. We believe this book will serve as a useful source of research data and valuable information for faculty, scholars, Ph.D. students, administrators and practitioners—those who are interested in smart education, smart e-learning and smart pedagogy.

Gamification in Learning and Education

Gamification in Learning and Education
Author :
Publisher : Springer
Total Pages : 164
Release :
ISBN-10 : 9783319472836
ISBN-13 : 3319472836
Rating : 4/5 (36 Downloads)

Synopsis Gamification in Learning and Education by : Sangkyun Kim

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Game-Based Learning

Game-Based Learning
Author :
Publisher : Cambridge Scholars Publishing
Total Pages : 280
Release :
ISBN-10 : 9781443862431
ISBN-13 : 1443862436
Rating : 4/5 (31 Downloads)

Synopsis Game-Based Learning by : Patrick Felicia

This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.

Gamify Your Classroom

Gamify Your Classroom
Author :
Publisher : New Literacies and Digital Epistemologies
Total Pages : 0
Release :
ISBN-10 : 1433126702
ISBN-13 : 9781433126703
Rating : 4/5 (02 Downloads)

Synopsis Gamify Your Classroom by : Matthew Farber

This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.

New Pedagogical Approaches in Game Enhanced Learning

New Pedagogical Approaches in Game Enhanced Learning
Author :
Publisher : IGI Global
Total Pages : 321
Release :
ISBN-10 : 9781466639515
ISBN-13 : 1466639512
Rating : 4/5 (15 Downloads)

Synopsis New Pedagogical Approaches in Game Enhanced Learning by : Sara de Freitas

"This book addresses the major challenges associated with adopting digital games into a standard curriculum, providing fresh perspectives from current practitioners in the education field"--Provided by publisher.

Game-based Learning Across the Disciplines

Game-based Learning Across the Disciplines
Author :
Publisher : Springer Nature
Total Pages : 427
Release :
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.