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Book Computer Adventure Games as Problem solving Environments

Download or read book Computer Adventure Games as Problem solving Environments written by David Drew Curtis and published by . This book was released on 2002 with total page 14 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Aesthetics and Design for Game based Learning

Download or read book Aesthetics and Design for Game based Learning written by Michele D. Dickey and published by Routledge. This book was released on 2015-02-20 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt: Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on: player positioning game mechanics narrative design environment design character design. Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning.

Book Handbook of Research on Effective Electronic Gaming in Education

Download or read book Handbook of Research on Effective Electronic Gaming in Education written by Ferdig, Richard E. and published by IGI Global. This book was released on 2008-07-31 with total page 1762 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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.

Book Playing with the Past

    Book Details:
  • Author : Erik Champion
  • Publisher : Springer Science & Business Media
  • Release : 2010-09-28
  • ISBN : 1849965013
  • Pages : 235 pages

Download or read book Playing with the Past written by Erik Champion and published by Springer Science & Business Media. This book was released on 2010-09-28 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first examines the needs and requirements of virtual travelers and virtual tourists. Is there a market for virtual travel? Erik Champion examines the overall success of current virtual environments, especially the phenomenon of computer gaming. Why are computer games and simulations so much more successful than other types of virtual environments? Arguments that virtual environments are impeded by technological constraints or by a paucity of evaluation studies can only be partially correct, for computer games and simulations are also virtual environments. Many of the underlying issues are caused by a lack of engagement with the philosophical underpinnings of culture, presence and inhabitation, and there are few exemplars that engage the public with history and heritage using interactive media in a meaningful and relevant manner. The intention of Playing With the Past is to help designers and critics understand the issues involved in creating virtual environments that promote and disseminate historical learning and cultural heritage through a close study of the interactive design principles at work behind both real and virtual places. Topics discussed include the design of virtual environments, and especially virtual heritage environments, virtual place-making, cultural presence, the pros and cons of game-style interaction, augmented reality projects, and appropriate evaluation methods. Virtual heritage environments discussed in the book include projects from Antarctica, Australia, Mexico, Malta, Egypt, Babylon, the Netherlands, Cambodia, and India.

Book Documenting and Assessing Learning in Informal and Media Rich Environments

Download or read book Documenting and Assessing Learning in Informal and Media Rich Environments written by Jay Lemke and published by MIT Press. This book was released on 2015-03-06 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: An extensive review of the literature on learning assessment in informal settings, expert discussion of key issues, and a new model for good assessment practice. Today educational activities take place not only in school but also in after-school programs, community centers, museums, and online communities and forums. The success and expansion of these out-of-school initiatives depends on our ability to document and assess what works and what doesn't in informal learning, but learning outcomes in these settings are often unpredictable. Goals are open-ended; participation is voluntary; and relationships, means, and ends are complex. This report charts the state of the art for learning assessment in informal settings, offering an extensive review of the literature, expert discussion on key topics, a suggested model for comprehensive assessment, and recommendations for good assessment practices. Drawing on analysis of the literature and expert opinion, the proposed model, the Outcomes-by-Levels Model for Documentation and Assessment, identifies at least ten types of valued outcomes, to be assessed in terms of learning at the project, group, and individual levels. The cases described in the literature under review, which range from promoting girls' identification with STEM practices to providing online resources for learning programming and networking, illustrate the usefulness of the assessment model.

Book ICT Innovations 2013

Download or read book ICT Innovations 2013 written by Vladimir Trajkovik and published by Springer Science & Business Media. This book was released on 2013-07-20 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: Information communication technologies have become the necessity in everyday life enabling increased level of communication, processing and information exchange to extent that one could not imagine only a decade ago. Innovations in these technologies open new fields in areas such as: language processing, biology, medicine, robotics, security, urban planning, networking, governance and many others. The applications of these innovations are used to define services that not only ease, but also increase the quality of life. Good education is essential for establishing solid basis of individual development and performance. ICT is integrated part of education at every level and type. Therefore, the special focus should be given to possible deployment of the novel technologies in order to achieve educational paradigms adapted to possible educational consumer specific and individual needs. This book offers a collection of papers presented at the Fifth International Conference on ICT Innovations held in September 2013, in Ohrid, Macedonia. The conference gathered academics, professionals and practitioners in developing solutions and systems in the industrial and business arena especially innovative commercial implementations, novel applications of technology, and experience in applying recent ICT research advances to practical solutions.

Book Handbook of Research on Serious Games as Educational  Business and Research Tools

Download or read book Handbook of Research on Serious Games as Educational Business and Research Tools written by Cruz-Cunha, Maria Manuela and published by IGI Global. This book was released on 2012-02-29 with total page 1434 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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.

Book Critical Issues Impacting Science  Technology  Society  STS   and Our Future

Download or read book Critical Issues Impacting Science Technology Society STS and Our Future written by Lum, Heather Christina and published by IGI Global. This book was released on 2019-02-15 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: We are in an ever-changing and fast-paced world that is entrenched in technological innovation. But how is technology and science impacting our society? How does it affect our interactions with these products and ultimately with each other? How is society shaping the types of technologies we are advancing? Critical Issues Impacting Science, Technology, Society (STS), and Our Future compiles theory and research from the confluence of a variety of disciplines to discuss how scientific research and technological innovation is shaping society, politics, and culture, and predicts what can be expected in the future. While highlighting topics including political engagement, artificial intelligence, and wearable technology, this book is ideally designed for policymakers, government officials, business managers, computer engineers, IT specialists, scientists, and professionals and researchers in the science, technology, and humanities fields.

Book The Oxford Handbook of Metamemory

Download or read book The Oxford Handbook of Metamemory written by John Dunlosky and published by Oxford University Press. This book was released on 2016-04-12 with total page 560 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Oxford Handbook of Metamemory investigates the human ability to evaluate and control learning and information retrieval processes. Each chapter in this authoritative guide highlights a different facet of metamemory research, including classical metamemory judgments; applications of metamemory research to the classroom and courtroom; and cutting-edge perspectives on continuing debates and theory. Chapters also provide broad historical overviews of each research area and discussions of promising directions for future research. The breadth and depth of coverage on offer in this Handbook make it ideal for seminars on metamemory or metacognition. It would also be a valuable supplement for advanced courses on cognitive psychology, of use especially to graduate students and more seasoned researchers who are interested in exploring metamemory for the first time.

Book Gamification

Download or read book Gamification written by Elizabeth McMunn-Tetangco and published by Rowman & Littlefield. This book was released on 2017-02-16 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games can seem to do the impossible: reach patrons and drive traffic to projects and services. But how can libraries use gamification and game elements to improve instruction and outreach, or to encourage the use of particular areas and services? In this guide, readers will learn about how to structure game activities in order to best reach their patrons. Chapters devoted to topics such as personalization, goal setting, working with partners, games in instruction, and assessment illustrate some of the many ways games can have an impact in libraries. Everything in this book is presented from a practical point of view – email templates, real-life examples, and scenarios are included. Games have a lot of potential for use in many different library services, and this book will help you decide how they might work best for you. From the first seeds of a project’s beginning to its eventual maturation, this book will help you develop, implement, and evaluate game-style projects at your library.

Book Handbook of Game Based Learning

Download or read book Handbook of Game Based Learning written by Jan L. Plass and published by MIT Press. This book was released on 2020-02-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Book Computers and Talk in the Primary Classroom

Download or read book Computers and Talk in the Primary Classroom written by Rupert Wegerif and published by Multilingual Matters. This book was released on 1997 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text looks at how computers are being used in primary classrooms and how they could be used better. Its three sections focus upon: how do we investigate learning through talk around computers? What affects the quality of group work around computers? What can teachers do to improve this?

Book Feminist Critical Policy Analysis I

Download or read book Feminist Critical Policy Analysis I written by Catherine Marshall and published by Routledge. This book was released on 2020-09-23 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text sets out to challenge the traditional power basis of the policy decision makers in education. It contests that others who have an equal right to be consulted and have their opinions known have been silenced, declared irrelevant, postponed and otherwise ignored. Policies have thus been formed and implemented without even a cursory feminist critical glance. The chapters in this text illustrate how to incorporate critical and feminist lenses and thus create policies to meet the lived realities, the needs, aspirations and values of women and girls. A particular focus is the primary and secondary sectors of education.

Book Feminist Critical Policy Analysis  A perspective from primary and secondary schooling

Download or read book Feminist Critical Policy Analysis A perspective from primary and secondary schooling written by Catherine Marshall and published by Psychology Press. This book was released on 1997 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text sets out to challenge the traditional power basis of the policy decision makers in education. It contests that others who have an equal right to be consulted and have their opinions known have been silenced, declared irrelevant, postponed and otherwise ignored. Policies have thus been formed and implemented without even a cursory feminist critical glance. The chapters in this text illustrate how to incorporate critical and feminist lenses and thus create policies to meet the lived realities, the needs, aspirations and values of women and girls. A particular focus is the primary and secondary sectors of education.

Book Learning with Digital Games

Download or read book Learning with Digital Games written by Nicola Whitton and published by Routledge. This book was released on 2009-09-10 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.

Book Instruction Design for Microcomputing Software

Download or read book Instruction Design for Microcomputing Software written by David Jonassen and published by Routledge. This book was released on 2013-04-03 with total page 518 pages. Available in PDF, EPUB and Kindle. Book excerpt: Selected as one of the outstanding instructional development books in 1989 by the Association for Educational Communications and Technology, this volume presents research in instructional design theory as it applies to microcomputer courseware. It includes recommendations -- made by a distinguished group of instructional designers -- for creating courseware to suit the interactive nature of today's technology. Principles of instructional design are offered as a solid base from which to develop more effective programs for this new method of teaching -- and learning.

Book Digital Games and Learning

Download or read book Digital Games and Learning written by Nicola Whitton and published by Routledge. This book was released on 2014-03-26 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.