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Book Don t Bother Me Mom  I m Learning

Download or read book Don t Bother Me Mom I m Learning written by Marc Prensky and published by Paragon House Publishers. This book was released on 2006-02-14 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: Argues that video and computer games prepare today's children for success by teaching such critical skills as collaboration, prudent risk taking, strategy formulation, and ethical decision-making.

Book Digital Literacy  Concepts  Methodologies  Tools  and Applications

Download or read book Digital Literacy Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2012-07-31 with total page 1836 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Literacy: Concepts, Methodologies, Tools and Applications presents a vital compendium of research detailing the latest case studies, architectures, frameworks, methodologies, and research on Digital Democracy. With contributions from authors around the world, this three-volume collection presents the most sophisticated research and developments from the field, relevant to researchers, academics, and practitioners alike. In order to stay abreast of the latest research, this book affords a vital look into Digital Literacy research.

Book Gaming and Simulations  Concepts  Methodologies  Tools and Applications

Download or read book Gaming and Simulations Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2010-11-30 with total page 2164 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Book Learning by Playing

    Book Details:
  • Author : Fran Blumberg
  • Publisher : Oxford University Press, USA
  • Release : 2014
  • ISBN : 019989664X
  • Pages : 386 pages

Download or read book Learning by Playing written by Fran Blumberg and published by Oxford University Press, USA. This book was released on 2014 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

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 2014-07-18 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 Cases on Digital Game Based Learning  Methods  Models  and Strategies

Download or read book Cases on Digital Game Based Learning Methods Models and Strategies written by Baek, Youngkyun and published by IGI Global. This book was released on 2013-01-31 with total page 626 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Educational Gameplay and Simulation Environments  Case Studies and Lessons Learned

Download or read book Educational Gameplay and Simulation Environments Case Studies and Lessons Learned written by Kaufman, David and published by IGI Global. This book was released on 2010-01-31 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book covers theoretical, social, and practical issues related to educational games and simulations, contributing to a more effective design and implementation of these activities in learning environments"--Provided by publisher.

Book Design  Implementation  and Evaluation of Virtual Learning Environments

Download or read book Design Implementation and Evaluation of Virtual Learning Environments written by Thomas, Michael and published by IGI Global. This book was released on 2012-06-30 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book highlights invaluable research covering the design, development, and evaluation of online learning environments, examining the role of technology enhanced learning in this emerging area"--Provided by publisher.--

Book Connecting Disciplinary Literacy and Digital Storytelling in K 12 Education

Download or read book Connecting Disciplinary Literacy and Digital Storytelling in K 12 Education written by Haas, Leslie and published by IGI Global. This book was released on 2021-01-15 with total page 378 pages. Available in PDF, EPUB and Kindle. Book excerpt: The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of society and has the potential to transform the boundaries of traditional education. As concepts around traditional literacy education evolve and become more culturally and linguistically relevant and responsive, the connections between digital storytelling and disciplinary literacy warrant considered exploration. Connecting Disciplinary Literacy and Digital Storytelling in K-12 Education develops a conceptual framework around pedagogical connections to digital storytelling within K-12 disciplinary literacy practices. This essential reference book supports student success through the integration of digital storytelling across content areas and grade levels. Covering topics that include immersive storytelling, multiliteracies, social justice, and pedagogical storytelling, it is intended for stakeholders interested in innovative K-12 disciplinary literacy skill development, research, and practices including but not limited to curriculum directors, education faculty, educational researchers, instructional facilitators, literacy professionals, teachers, pre-service teachers, professional development coordinators, teacher preparation programs, and students.

Book Game based Learning Across the Disciplines

Download or read book Game based Learning Across the Disciplines written by Carmela Aprea and published by Springer Nature. This book was released on 2021-08-02 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Handbook of Research on Transnational Higher Education

Download or read book Handbook of Research on Transnational Higher Education written by Mukerji, Siran and published by IGI Global. This book was released on 2013-08-31 with total page 903 pages. Available in PDF, EPUB and Kindle. Book excerpt: The integration of new technology and global collaboration has undoubtedly transformed learning in higher education from the traditional classroom setting into a domain of support services, academic programs, and educational products which are made available to learners. The Handbook of Research on Transnational Higher Education is a unique compilation of the most recent research done by higher education professionals in the areas of policy, governance, technology, marketing, and leadership development. This publication succeeds in highlighting the most important strategies and policies for professionals, policymakers, administrators, and researchers interested in higher education management.

Book Assessment in Game Based Learning

Download or read book Assessment in Game Based Learning written by Dirk Ifenthaler and published by Springer Science & Business Media. This book was released on 2012-06-13 with total page 476 pages. Available in PDF, EPUB and Kindle. Book excerpt: The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.

Book How People Learn II

    Book Details:
  • Author : National Academies of Sciences, Engineering, and Medicine
  • Publisher : National Academies Press
  • Release : 2018-09-27
  • ISBN : 0309459672
  • Pages : 347 pages

Download or read book How People Learn II written by National Academies of Sciences, Engineering, and Medicine and published by National Academies Press. This book was released on 2018-09-27 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: There are many reasons to be curious about the way people learn, and the past several decades have seen an explosion of research that has important implications for individual learning, schooling, workforce training, and policy. In 2000, How People Learn: Brain, Mind, Experience, and School: Expanded Edition was published and its influence has been wide and deep. The report summarized insights on the nature of learning in school-aged children; described principles for the design of effective learning environments; and provided examples of how that could be implemented in the classroom. Since then, researchers have continued to investigate the nature of learning and have generated new findings related to the neurological processes involved in learning, individual and cultural variability related to learning, and educational technologies. In addition to expanding scientific understanding of the mechanisms of learning and how the brain adapts throughout the lifespan, there have been important discoveries about influences on learning, particularly sociocultural factors and the structure of learning environments. How People Learn II: Learners, Contexts, and Cultures provides a much-needed update incorporating insights gained from this research over the past decade. The book expands on the foundation laid out in the 2000 report and takes an in-depth look at the constellation of influences that affect individual learning. How People Learn II will become an indispensable resource to understand learning throughout the lifespan for educators of students and adults.

Book Virtual Reality in Education  Breakthroughs in Research and Practice

Download or read book Virtual Reality in Education Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2019-04-01 with total page 845 pages. Available in PDF, EPUB and Kindle. Book excerpt: Modern technology has infiltrated many facets of society, including educational environments. Through the use of virtual learning, educational systems can become more efficient at teaching the student population and break down cost and distance barriers to reach populations that traditionally could not afford a good education. Virtual Reality in Education: Breakthroughs in Research and Practice is an essential reference source on the uses of virtual reality in K-12 and higher education classrooms with a focus on pedagogical and instructional outcomes and strategies. Highlighting a range of pertinent topics such as immersive virtual learning environments, virtual laboratories, and distance education, this publication is an ideal reference source for pre-service and in-service teachers, school administrators, principles, higher education faculty, K-12 instructors, policymakers, and researchers interested in virtual reality incorporation in the classroom.

Book Transforming Education for Sustainability

Download or read book Transforming Education for Sustainability written by María S. Rivera Maulucci and published by Springer Nature. This book was released on 2023-06-20 with total page 448 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book investigates how educators and researchers in the sciences, social sciences, and the arts, connect concepts of sustainability to work in their fields of study and in the classrooms where they teach the next generation. Sustainability, with a focus on justice, authenticity and inclusivity, can be integrated into many different courses or disciplines even if it is beyond their historical focus. The narratives describe sustainability education in the classroom, the laboratory, and the field (broadly defined) and how the authors navigate the complexities of particular sustainability issues, such as climate change, water quality, soil health, biodiversity, resource use, and education in authentic ways that convey their complexity, the sociopolitical context, and their hopes for the future. The chapters explore how faculty engage students in learning about sustainability and the ways in which working at the edge of what we know about sustainability can be a significant source of engagement, motivation, and challenge. The authors discuss how they create learning experiences that foster democratic practices in which students are not just following protocols, but have a stake in creative decision-making, collecting and analysing data, and posing authentic questions. They also describe what happens when students are not just passively receiving information, but actively analysing, debating, dialoguing, arguing from evidence, and constructing nuanced understandings of complex socioscientific sustainability issues. The narratives include undergraduate student perspectives on what it means to engage in sustainability research and learning, how students navigate the complexities and contradictions inherent in sustainability issues, what makes for authentic, empowering learning experiences, and how students are encouraged to persevere in the field. This is an open access book.

Book Developments in Current Game Based Learning Design and Deployment

Download or read book Developments in Current Game Based Learning Design and Deployment written by Felicia, Patrick and published by IGI Global. This book was released on 2012-07-31 with total page 454 pages. Available in PDF, EPUB and Kindle. Book excerpt: Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Book Educational Research and Innovation Connected Minds Technology and Today s Learners

Download or read book Educational Research and Innovation Connected Minds Technology and Today s Learners written by OECD and published by OECD Publishing. This book was released on 2012-07-23 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book contributes to the debate about the effects of technology attachment and connectedness on today’s learners, and their expectations about teaching.