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Book Digital Games and Mathematics Learning

Download or read book Digital Games and Mathematics Learning written by Tom Lowrie and published by Springer. This book was released on 2015-10-05 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.

Book Mathematics Education for a New Era

Download or read book Mathematics Education for a New Era written by Keith Devlin and published by CRC Press. This book was released on 2011-02-25 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics education, Mathematics Education for a New Era: Video Games as a Med

Book Choosing and Using Digital Games in the Classroom

Download or read book Choosing and Using Digital Games in the Classroom written by Katrin Becker and published by Springer. This book was released on 2016-09-29 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

Book Globalized Curriculum Methods for Modern Mathematics Education

Download or read book Globalized Curriculum Methods for Modern Mathematics Education written by Tella, Adedeji and published by IGI Global. This book was released on 2018-07-27 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: The field of education is in constant flux as new theories and practices emerge to engage students and improve the learning experience. Globalization has created new challenges for mathematics educators as they are compelled to respond to the shifting patterns and practices of everyday life and stay abreast of the latest research in education, curriculum, development, and technologies. Globalized Curriculum Methods for Modern Mathematics Education is a comprehensive and timely publication that contains the latest research in mathematics education and modern globalized curriculum development and technologies. The book examines subjects such as teaching competencies, digital games for teaching and learning mathematics, and the challenges and prospects of globalized science curriculum. This is an ideal resource for educators, academicians, teachers, policy makers, researchers, and graduate-level students seeking to further their research in mathematics education.

Book Research Anthology on Developments in Gamification and Game Based Learning

Download or read book Research Anthology on Developments in Gamification and Game Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Digital Games in Language Learning and Teaching

Download or read book Digital Games in Language Learning and Teaching written by Hayo Reinders and published by Springer. This book was released on 2012-06-12 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.

Book The Game Believes in You

Download or read book The Game Believes in You written by Greg Toppo and published by St. Martin's Press. This book was released on 2015-04-21 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.

Book Digital Games and Learning

Download or read book Digital Games and Learning written by Sara de Freitas and published by Bloomsbury Publishing. This book was released on 2011-03-31 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: Analyses the variety of play implemented within educational games and simulations and gives detailed examples of cutting-edge application in a wide range of disciplines. >

Book Gamification in Education

    Book Details:
  • Author : Information Resources Management Association
  • Publisher : Information Science Reference
  • Release : 2018
  • ISBN : 9781522551980
  • Pages : 0 pages

Download or read book Gamification in Education written by Information Resources Management Association and published by Information Science Reference. This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums to achieve successful and enjoyable learning activities. Highlighting a range of topics such as learning through play, virtual worlds, and educational computer games"--

Book Digital Game Based Learning

Download or read book Digital Game Based Learning written by Marc Prensky and published by Paragon House. This book was released on 2007-03-01 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Innovative Education Technologies for 21st Century Teaching and Learning

Download or read book Innovative Education Technologies for 21st Century Teaching and Learning written by Muhammad Mujtaba Asad and published by CRC Press. This book was released on 2021-11-05 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book highlights all aspects of innovative 21st-century education technologies and skills which can enhance the teaching and learning process on a broader spectrum, based on best practices around the globe. It offers case studies on real problems involving higher education, it includes policies that need to be adaptable to the new environments such as the role of accreditation, online learning, MOOCs, and mobile-based learning. The book covers all aspects of the digital competencies of teachers to fulfill the required needs of 21st-century classrooms and uses a new pedagogical approach suitable for educational policies. Innovative Education Technologies for 21st Teaching and Learning is the first book that addresses the teaching and learning challenges and how those challenges can be mitigated by technology which educational institutions are facing due to the COVID-19 pandemic. This book is suitable for teachers, students, instructional and course designers, policymakers, and anyone interested in 21st-century education.

Book Computer Games for Learning

Download or read book Computer Games for Learning written by Richard E. Mayer and published by MIT Press. This book was released on 2014-07-11 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Book Mathematics Education in the Digital Age

Download or read book Mathematics Education in the Digital Age written by Alison Clark-Wilson and published by Routledge. This book was released on 2021-05-24 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: The wide availability of digital educational resources for mathematics teaching and learning is indisputable, with some notable genres of technologies having evolved, such as graphing calculators, dynamic graphing, dynamic geometry and data visualization tools. But what does this mean for teachers of mathematics, and how do their roles evolve within this digital landscape? This essential book offers an international perspective to help bridge theory and practice, including coverage of networking theories, curriculum design, task implementation, online resources and assessment. Mathematics Education in the Digital Age details the impacts this digital age has, and will continue to have, on the parallel aspects of learning and teaching mathematics within formal education systems and settings. Written by a group of international authors, the chapters address the following themes: Mathematics teacher education and professional development Mathematics curriculum development and task design The assessment of mathematics Theoretical perspectives and methodologies/approaches for researching mathematics education in the digital age This book highlights not only the complex nature of the field, but also the advancements in theoretical and practical knowledge that is enabling the mathematics education community to continue to learn in this increasingly digital age. It is an essential read for all mathematics teacher educators and master teachers.

Book Global Perspectives on Gameful and Playful Teaching and Learning

Download or read book Global Perspectives on Gameful and Playful Teaching and Learning written by Farber, Matthew and published by IGI Global. This book was released on 2019-12-27 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.

Book What Video Games Have to Teach Us About Learning and Literacy  Second Edition

Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Handbook of Research on Integrating Computer Science and Computational Thinking in K 12 Education

Download or read book Handbook of Research on Integrating Computer Science and Computational Thinking in K 12 Education written by Keengwe, Jared and published by IGI Global. This book was released on 2019-12-13 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: As technology continues to develop and prove its importance in modern society, certain professions are acclimating. Aspects such as computer science and computational thinking are becoming essential areas of study. Implementing these subject areas into teaching practices is necessary for younger generations to adapt to the developing world. There is a critical need to examine the pedagogical implications of these technological skills and implement them into the global curriculum. The Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education is a collection of innovative research on the methods and applications of computer science curriculum development within primary and secondary education. While highlighting topics including pedagogical implications, comprehensive techniques, and teacher preparation models, this book is ideally designed for teachers, IT consultants, curriculum developers, instructional designers, educational software developers, higher education faculty, administrators, policymakers, researchers, and graduate students.

Book Describing and Studying Domain Specific Serious Games

Download or read book Describing and Studying Domain Specific Serious Games written by Joke Torbeyns and published by Springer. This book was released on 2015-09-14 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and the influence of learners’ domain-specific and game competencies. The integration of serious games into the curriculum and subsequent performance and motivation outcomes are also presented.