Download or read book Classifying written by Scholastic and published by Learning Puzzles. This book was released on 2018-06 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Handbook of Research on Improving Learning and Motivation through Educational Games Multidisciplinary Approaches written by Felicia, Patrick and published by IGI Global. This book was released on 2011-04-30 with total page 1374 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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.
Download or read book The Educator s Guide to Designing Games and Creative Active Learning Exercises written by Joe Bisz and published by Teachers College Press. This book was released on 2023 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors' extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games. Written in the language of instructional design, so advanced knowledge about games or technology is not required. Provides creative instructional techniques that will boost student engagement for both in-person and online instruction. Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.
Download or read book Just the Facts Life Science Grades 4 6 written by Steve Rich and published by Carson-Dellosa Publishing. This book was released on 2007-06-11 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt: Engage scientists in grades 4–6 and prepare them for standardized tests using Just the Facts: Life Science. This 128-page book covers concepts including cells, classifications, simple life forms, the plant kingdom, the animal kingdom, and the human body. Also includes adaptations ecosystems and biomes, and humans and the environment. It includes activities that build science vocabulary and understanding, such as crosswords, word searches, graphing, creative writing, vocabulary puzzles, and analysis. An answer key and a standards matrix are also included. This book supports National Science Education Standards and aligns with state, national, and Canadian provincial standards.
Download or read book Games and Learning Alliance written by Alessandro de Gloria and published by Springer. This book was released on 2016-06-22 with total page 590 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 4th International Conference on Games and Learning Alliance, GALA 2015, held in Rome, Italy, in December 2015. The 33 revised full papers and 15 short papers presented were carefully reviewed and selected from 102 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped around the following topics: games for health, games for mobility, pervasive gaming and urban mobility.
Download or read book Cutting Edge Topics and Approaches in Education and Applied Linguistics written by Abdullah Ince and published by Cambridge Scholars Publishing. This book was released on 2018-12-14 with total page 191 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent decades, learning another language and educating people with appropriate skills that address the requirements of the modern world have become significant issues. Today, around two billion people learn and use English to some extent, and this number is expected to rise. In the same vein, recent rapid technological advancements have made it mandatory to adjust the education system to fit the requirements of this era. Currently, in the field of education and applied linguistics various new approaches are applied. This book will provide the reader with the chance to read, learn and understand the recent topics, approaches and methodologies in education and applied linguistics in various fields. In this sense, it will serve as a reference book for undergraduate, graduate and PhD students and researchers who would like to learn about the recent developments in education and applied linguistics.
Download or read book Gaming for Classroom Based Learning Digital Role Playing as a Motivator of Study written by Baek, Young Kyun and published by IGI Global. This book was released on 2010-05-31 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Handbook of Research on Serious Games for Educational Applications written by Zheng, Robert and published by IGI Global. This book was released on 2016-08-01 with total page 524 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.
Download or read book E Learning and Games written by Abdennour El Rhalibi and published by Springer. This book was released on 2019-07-16 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 12th International Conference on e-Learning and Games, EDUTAINMENT 2018, held in Xi’an, China, in June 2018. The 32 full and 32 short papers presented in this volume were carefully reviewed and selected from 85 submissions. The papers were organized in topical sections named: virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; game rendering and animation; game rendering and animation and computer vision in edutainment; e-learning and game; and computer vision in edutainment.
Download or read book Computer Games written by Blair Carter and published by Nova Publishers. This book was released on 2002 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Download or read book New Pedagogical Approaches in Game Enhanced Learning written by Sara de Freitas and published by IGI Global. This book was released on 2013-01-01 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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.
Download or read book Human Computer Interaction in Various Application Domains written by Constantine Stephanidis and published by CRC Press. This book was released on 2024-08-23 with total page 526 pages. Available in PDF, EPUB and Kindle. Book excerpt: Human-Computer Interaction (HCI) is a multidisciplinary research and applied field targeted to studying people interacting with information technology and designing usable and efficient systems for them. This book outlines the state‐of‐the‐art of HCI research in the respective domain such as health, games, transportation, industry, and entertainment. This book Bridges the gap between theory and practice by presenting how to apply HCI methods and tools in specific domains. Offers concrete examples of HCI use in real-world situations. Presents case-specific best practices, tips, and tricks. Includes chapters that are well-studied and purposefully selected, representing important theoretical, practical, and research areas in HCI. Includes domains ranging from the roots and the classic approaches of human-computer interaction to contemporary advancements. This book is a fascinating read for individuals interested in Human-Computer Interaction research and applications.
Download or read book Motor Learning and Skill Acquisition written by Michael Spittle and published by Bloomsbury Publishing. This book was released on 2021-03-03 with total page 495 pages. Available in PDF, EPUB and Kindle. Book excerpt: Integrating theory with practice, this core textbook provides a structured and sequential introduction to motor learning and motor control. Part 1 begins by introducing what motor learning is and how movement is controlled, before exploring how a learning environment may be manipulated to assist in the learning and performance of movement skills. Part 2 explores motor control from neural, behavioural and dynamic systems perspectives. Part 3 provides an overview of considerations in applying motor learning and skill acquisition principles to physical education, exercise and sports science. Chapters are illustrated with flowcharts and diagrams to aid students' understanding, and include activities and end-of-chapter review questions to consolidate knowledge. Motor Learning and Skill Acquisition is essential reading for all Physical Education, Exercise and Sports Science and Sports Coaching students. New to this Edition: - New and updated chapters on skill acquisition approaches, talent identification and development, and performance analysis and feedback as well as separate chapters on practice design and task modification, and practice organisation and planning - Contains additional content on decision-making, tactical and strategic skills, traditional and constraints-led skill acquisition approaches, practice design, and skill-drill and game-based practice for skill acquisition - Supported by a bank of online lecturer resources, including PowerPoints, MCQs and lab activities
Download or read book Applied Artificial Intelligence 2 Medicine Biology Chemistry Financial Games Engineering written by Nenad Filipović and published by Springer Nature. This book was released on with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Handbook of Research on Immersive Digital Games in Educational Environments written by Krassmann, Aliane Loureiro and published by IGI Global. This book was released on 2018-08-31 with total page 719 pages. Available in PDF, EPUB and Kindle. Book excerpt: Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging research exploring the theoretical and practical aspects of digital games and technological resources and applications within contemporary education. Featuring coverage on a broad range of topics such as digital integration, educational simulation, and learning theories, this book is ideally designed for teachers, pre-service teachers, students, educational researchers, and education software developers seeking current research on diverse immersive platforms and three-dimensional environments that support the creation of digital games and other applications to improve teaching and learning processes.
Download or read book Artificial Intelligence Games written by Georgi Togeli and published by A G Printing & Publishing. This book was released on 2024-09-03 with total page 390 pages. Available in PDF, EPUB and Kindle. Book excerpt: As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the importance of an agent’s health being low in this particular context. Given the set of all utilities available to an agent and all the options it has, utility-based AI decides which is the most important option it should consider at this moment [426]. The utility-based approach is grounded in the utility theory of economics and is based on utility function design. The approach is similar to the design of membership functions in a fuzzy set. A utility can measure anything from observable objective data (e.g., enemy health) to subjective notions such as emotions, mood and threat. The various utilities about possible actions or decisions can be aggregated into linear or non-linear formulas and guide the agent to take decisions based on the aggregated utility. The utility values can be checked every n frames of the game. So while FSMs and BTs would examine one decision at a time, utility-based AI architectures
Download or read book E Learning written by Boyka Gradinarova and published by BoD – Books on Demand. This book was released on 2015-10-21 with total page 512 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, we can read about new technologies that enhance training and performance; discover new, exciting ways to design and deliver content; and have access to proven strategies, practices and solutions shared by experts. The authors of this book come from all over the world; their ideas, studies, findings and experiences are beneficial contributions to enhance our knowledge in the field of e-learning. The book is divided into three sections, and their respective chapters refer to three macro areas. The first section of the book covers Instructional Design of E-learning, considering methodology and tools for designing e-learning environments and courseware. Also, there are examples of effective ways of gaming and educating. The second section is about Organizational Strategy and Management. The last section deals with the new Developments in E-learning Technology, emphasizing subjects like knowledge building by mobile e-learning systems, cloud computing and new proposals for virtual learning environments/platforms.