EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book Educational Gameplay and Simulation Environments

Download or read book Educational Gameplay and Simulation Environments written by and published by . This book was released on 2010 with total page 425 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a collection of cases demonstrating how to conceptualize, design, and implement games and simulations effectively for learning. This publication will aid educators, researchers, and game developers in broadening their work to effectively create and implement engaging learning environments for present and future students--Provided by publisher.

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 ECGBL 2022 16th European Conference on Game Based Learning

Download or read book ECGBL 2022 16th European Conference on Game Based Learning written by Conceição Costa and published by Academic Conferences and publishing limited. This book was released on 2022-10-06 with total page 842 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Increasing Student Engagement and Retention Using Multimedia Technologies

Download or read book Increasing Student Engagement and Retention Using Multimedia Technologies written by Laura A. Wankel and published by Emerald Group Publishing. This book was released on 2013-03-25 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Multimedia and video related technologies are reshaping and reframing the practice of teaching and learning in higher education. This volume critically examines new research on how multimedia technologies are being used in higher education to increase learner engagement and collaboration in and out of the classroom.

Book Body of Knowledge for Modeling and Simulation

Download or read book Body of Knowledge for Modeling and Simulation written by Tuncer Ören and published by Springer Nature. This book was released on 2023-01-27 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: Commissioned by the Society for Modeling and Simulation International (SCS), this needed, useful new ‘Body of Knowledge’ (BoK) collects and organizes the common understanding of a wide collection of professionals and professional associations. Modeling and simulation (M&S) is a ubiquitous discipline that lays the computational foundation for real and virtual experimentation, clearly stating boundaries—and interactions—of systems, data, and representations. The field is well known, too, for its training support via simulations and simulators. Indeed, with computers increasingly influencing the activities of today’s world, M&S is the third pillar of scientific understanding, taking its place along with theory building and empirical observation. This valuable new handbook provides intellectual support for all disciplines in analysis, design and optimization. It contributes increasingly to the growing number of computational disciplines, addressing the broad variety of contributing as well as supported disciplines and application domains. Further, each of its sections provide numerous references for further information. Highly comprehensive, the BoK represents many viewpoints and facets, captured under such topics as: Mathematical and Systems Theory Foundations Simulation Formalisms and Paradigms Synergies with Systems Engineering and Artificial Intelligence Multidisciplinary Challenges Ethics and Philosophy Historical Perspectives Examining theoretical as well as practical challenges, this unique volume addresses the many facets of M&S for scholars, students, and practitioners. As such, it affords readers from all science, engineering, and arts disciplines a comprehensive and concise representation of concepts, terms, and activities needed to explain the M&S discipline. Tuncer Ören is Professor Emeritus at the University of Ottawa. Bernard Zeigler is Professor Emeritus at the University of Arizona. Andreas Tolk is Chief Scientist at The MITRE Corporation. All three editors are long-time members and Fellows of the Society for Modeling and Simulation International. Under the leadership of three SCS Fellows, Dr. Ören, University of Ottawa, Dr. Zeigler, The University of Arizona, and Dr. Tolk, The MITRE Corporation, more than 50 international scholars from 15 countries provided insights and experience to compile this initial M&S Body of Knowledge.

Book New Pedagogical Approaches in Game Enhanced Learning

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.

Book Epistemological Approaches to Digital Learning in Educational Contexts

Download or read book Epistemological Approaches to Digital Learning in Educational Contexts written by Linda Daniela and published by Routledge. This book was released on 2020-04-17 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Epistemological Approaches to Digital Learning in Educational Contexts is dedicated to topical issues in school education and pedagogical science related to the learning process in a technology and media enriched environment. It opens up discussions on the development of the educational science sector and strategies for smart pedagogy to promote synergy between technology and pedagogy to support students in the learning process. The book presents different perspectives on how to evaluate the enhancement of technology use, which can help improve Computational Thinking skills. It also helps in identifying the changes in pupils’ algorithmic thinking through programming in Scratch 2.0. The book further explores the way digitally-mediated materiality may support teaching practice and proposes tools that are available for the educational curator in a digital learning environment. This book will be of great interest to academics, researchers, and post-graduate students in the fields of higher education, vocational education, and digital learning.

Book ECGBL 2020 14th European Conference on Game Based Learning

Download or read book ECGBL 2020 14th European Conference on Game Based Learning written by Panagiotis Fotaris and published by Academic Conferences limited. This book was released on 2020-09-24 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.

Book ECGBL 2018 12th European Conference on Game Based Learning

Download or read book ECGBL 2018 12th European Conference on Game Based Learning written by Dr Melanie Ciussi and published by Academic Conferences and publishing limited. This book was released on 2018-10-04 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

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 Gaming as a Cultural Commons

Download or read book Gaming as a Cultural Commons written by Toshiko Kikkawa and published by Springer Nature. This book was released on 2022-04-23 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S&G. Although the educational effects of S&G, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S&G researchers and educators but also for the general public, because games have sometimes been used for propaganda purposes in the past and could be again, in the present and future. Looking at the cultural aspect, as the S&G community has accumulated research over 50 years, the book includes the knowledge of the pioneers, i.e., archival interview data. This is the first book that includes extensive interviews of researchers and commercial game designers and critics. It also contains diverse topics from the perspective of gender and Japanese culture. Japan has been attracting attention in the field of board games as there are many independent game designers and an expanding market. Although women in S&G have gained some recognition, the topic has been rather ignored and was first officially discussed in 2019 at the international conference of the International Simulation and Gaming Association held in Warsaw. In summary, by focusing on comparatively overlooked or neglected aspects of S&G, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public.

Book Handbook of Research on Serious Games for Educational Applications

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 496 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.

Book Virtual and Augmented Reality  Concepts  Methodologies  Tools  and Applications

Download or read book Virtual and Augmented Reality Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-03-02 with total page 1845 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual and augmented reality is the next frontier of technological innovation. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the trends, techniques, and uses of virtual and augmented reality in various fields, and examines the benefits and challenges of these developments. Highlighting a range of pertinent topics, such as human-computer interaction, digital self-identity, and virtual reconstruction, this multi-volume book is ideally designed for researchers, academics, professionals, theorists, students, and practitioners interested in emerging technology applications across the digital plane.

Book Handbook of Research on Transformative and Innovative Pedagogies in Education

Download or read book Handbook of Research on Transformative and Innovative Pedagogies in Education written by Keengwe, Jared and published by IGI Global. This book was released on 2022-05-13 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: Various pedagogies, such as the use of digital learning in education, have been used and researched for decades, but many schools have little to show for these initiatives. This contrasts starkly with technology-supported initiatives in other fields such as business and healthcare. Traditional pedagogies and general digital technology applications have yet to impact education in a significant way that transforms learning. A primary reason for this minimal impact on learning is that digital technologies have attempted to make traditional instructional processes more efficient rather than using a more appropriate paradigm for learning. As such, it is important to look at digital technology as a partner and use transformative applications to become partners with students (not teachers) to empower their learning process both in and out of school. The Handbook of Research on Transformative and Innovative Pedagogies in Education is a comprehensive reference that identifies and justifies the paradigm of transformative learning and pedagogies in education. It provides exemplars of existing transformative applications that, if used as partners to empower student learning, have the potential to dramatically engage students in a type of learning that better fits 21st century learners. Covering topics such as gamification, project-based learning, and professional development, this major reference work is an essential resource for pre-service and in-service teachers, educational technologists, instructional designers, educational administration and faculty, researchers, and academicians seeking pedagogical models that inspire students to learn meaningfully.

Book New Advances in Information Systems and Technologies

Download or read book New Advances in Information Systems and Technologies written by Álvaro Rocha and published by Springer. This book was released on 2016-03-15 with total page 773 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book contains a selection of articles from The 2016 World Conference on Information Systems and Technologies (WorldCIST'16), held between the 22nd and 24th of March at Recife, Pernambuco, Brazil. WorldCIST is a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences and challenges of modern Information Systems and Technologies research, together with their technological development and applications. The main topics covered are: Information and Knowledge Management; Organizational Models and Information Systems; Software and Systems Modeling; Software Systems, Architectures, Applications and Tools; Multimedia Systems and Applications; Computer Networks, Mobility and Pervasive Systems; Intelligent and Decision Support Systems; Big Data Analytics and Applications; Human-Computer Interaction; Health Informatics; Information Technologies in Education; Information Technologies in Radiocommunications.

Book Contemporary Topics in Patient Safety

Download or read book Contemporary Topics in Patient Safety written by Stanislaw P. Stawicki and published by BoD – Books on Demand. This book was released on 2022-04-20 with total page 169 pages. Available in PDF, EPUB and Kindle. Book excerpt: As healthcare systems continue to evolve, it is clear that providing safe, high-quality care to patients is an extremely complex process. Ranging from multi-disciplinary teams to bedside care, virtually every aspect of the patient-care experience provides us with an opportunity for doing things better, from improving efficiency, safety, and overall outcomes to reducing costs and promoting team synergy. This book, the fifth in our patient safety series collection, consists of chapters that help explore key concepts related to both the safety and quality of care. In a departure from the vignette-driven format of our earlier books, this installment gravitates toward discussing frameworks, theoretical considerations, team-centric approaches, and a variety of other concepts that are critical to both our understanding and the implementation of safer and better-performing health systems. We also feel that the knowledge presented herein increasingly applies across the world, especially as global health systems evolve and mature over time. It is our goal to improve the recognition of potential opportunities that will highlight various aspects of the delivery of healthcare and thus contribute to better patient experiences, with safety at the forefront. Topics covered in this volume, as well as the previous volumes, highlight the critical importance of identifying and addressing opportunities for improvement, not as one-time events, but rather as continuous, hardwired institutional processes.

Book Handbook of Research on Promoting Economic and Social Development Through Serious Games

Download or read book Handbook of Research on Promoting Economic and Social Development Through Serious Games written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-03-18 with total page 665 pages. Available in PDF, EPUB and Kindle. Book excerpt: While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.