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Book Game Based Learning in Education and Health Part B

Download or read book Game Based Learning in Education and Health Part B written by and published by Elsevier. This book was released on 2023-08-18 with total page 116 pages. Available in PDF, EPUB and Kindle. Book excerpt: Progress in Brain Research serial highlights new advances in the field with this new volume presenting interesting chapters. Each chapter is written by an international board of authors.

Book Game Based Learning in Education and Health Part B

Download or read book Game Based Learning in Education and Health Part B written by and published by Elsevier. This book was released on 2023-09-01 with total page 118 pages. Available in PDF, EPUB and Kindle. Book excerpt: Progress in Brain Research serial highlights new advances in the field with this new volume presenting interesting chapters. Each chapter is written by an international board of authors. Provides the authority and expertise of leading contributors from an international board of authors Presents the latest release in Progress in Brain Research serials Updated release includes the latest information on Game-Based Learning in Education and Health

Book Game Based Learning in Education and Health Part B

Download or read book Game Based Learning in Education and Health Part B written by and published by Elsevier. This book was released on 2023-08-17 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game-Based Learning in Education and Health, Part B, Volume 279 in the Progress in Brain Research series, highlights new advances in the field, with this new volume presenting interesting chapters on highly relevant topics including Evaluating the validity of game-based assessments measuring cognitive function among children and adolescents: A systematic review and meta-analysis, Children grow upwards, and so does the number line: Evidence from a directional number line paradigm, and Tasting inhibition: A proof-of-concept study of the food stop-signal game.

Book Game Based Learning in Education and Health   Part A

Download or read book Game Based Learning in Education and Health Part A written by and published by Elsevier. This book was released on 2023-04-13 with total page 112 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game-Based Learning in Education and Health, Volume 276 in the Progress in Brain Research series, highlights new advances in the field, with this new volume presenting interesting chapters on topics such as Math computerized games in the classroom: a Number Line Training in Primary School Children, Digital games for learning basic arithmetic at home, Game-Based Assessment of Cognitive Function among Children and Adolescents: A Systematic Review and Meta-Analysis, Different aspects of fraction understanding are associated selectively with performance on a fraction learning game, and more. Provides the authority and expertise of leading contributors from an international board of authors Presents the latest release in Progress in Brain Research serials Updated release includes the latest information on Game-Based Learning in Education and Health

Book Game Based Teaching and Simulation in Nursing and Health Care

Download or read book Game Based Teaching and Simulation in Nursing and Health Care written by Eric B. Bauman and published by Springer Publishing Company. This book was released on 2012-07-27 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: Print+CourseSmart

Book Smart Learning Environments

Download or read book Smart Learning Environments written by Maiga Chang and published by Springer. This book was released on 2014-09-05 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.

Book Game based Learning

Download or read book Game based Learning written by Youngkyun Baek and published by . This book was released on 2017 with total page 468 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when digital games are becoming much more commonly used in classrooms, Game-Based Learning: Theory, Strategies, and Performance Outcomes provides a much-needed guide to different forms and applications of digital game-based learning. This book brings together researchers and practitioners from around the world who share their theories, strategies, findings of case studies, and practical approaches to support better performance and learning outcomes when learning with digital games. This book is intended to provide readers with three main parts of information. One is a clear and practical understanding of theory and research-based principles of game-based learning. This first section of the book includes fresh perspectives and an overview of existing and emerging theories in game-based learning, which are also presented in the form of case study findings and implications. The second section of this book gives readers the "how to" information needed to turn the understanding of intellectual grounding into effective practices of digital games for classroom use. The third part of this book also includes some practical approaches for evaluating different aspects of learning within the game-based learning context. This information about practical approaches is presented through chapters on achievements and performance outcomes. Game-Based Learning: Theory, Strategies, and Performance Outcomes synthesizes arguments, practices, and research findings on the effectiveness of different designs and approaches within game-based learning practices. But, a major message of this book is that the joint influence of implementation, context, and learner characteristics interacting with digital games is what determines learning and achievement outcomes. This book is intended for researchers, practitioners, designers, policy makers, and current and future teachers. The teacher/-educator will benefit from topics such as practical strategies to improve student performance, while researchers can use the findings from the case studies presented in this book as a foundation for future explorations and research studies.

Book Game Based Learning

Download or read book Game Based Learning written by Patrick Felicia and published by Cambridge Scholars Publishing. This book was released on 2014-06-26 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.

Book Handbook of Research on Innovations in Non Traditional Educational Practices

Download or read book Handbook of Research on Innovations in Non Traditional Educational Practices written by Keengwe, Jared and published by IGI Global. This book was released on 2020-12-11 with total page 462 pages. Available in PDF, EPUB and Kindle. Book excerpt: While many school districts and institutions of higher education still cling to the traditional agrarian school year with a factory model delivery of education and Carnegie units based on seat time when most people are no longer farmers, factory workers, or reliant on learning in a classroom, there are bursts of promising practices that buck the norm by questioning the educational value of these traditions. Though researchers have investigated the potential of students learning in their own homes via personalized instruction delivered by computers rather than attending traditional institutions, the status quo in education has remained stubbornly resistant to change. Mixed-reality simulations, year-round schooling, grouping students by competencies instead of age, and game-based teaching are just a few of the educational innovations that seek to maximize learning by recognizing that innovation is essential for successfully teaching students in the modern era. The Handbook of Research on Innovations in Non-Traditional Educational Practices is a comprehensive reference source that examines various educational innovations, how they have developed workarounds to navigate traditional systems, and their potential to radically transform teaching and learning. With each chapter highlighting a different educational innovation such as experiential learning, game-based learning, online learning, and inquiry-based learning and their applications in all levels of education, this book explores the issues and challenges these educational innovations face as well as their impact. It is intended for academicians, professionals, administrators, and researchers in education and specifically benefits academic deans, vice presidents of academic affairs, graduate students, faculty technology leaders, directors of teaching and learning centers, curriculum and instructional designers, policymakers, principals and superintendents, and teachers interested in educational change.

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 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 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 E Learning and Games for Training  Education  Health and Sports

Download or read book E Learning and Games for Training Education Health and Sports written by Stefan Göbel and published by Springer. This book was released on 2012-09-04 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.

Book Active Learning for Digital Transformation in Healthcare Education  Training and Research

Download or read book Active Learning for Digital Transformation in Healthcare Education Training and Research written by Miltiadis Lytras and published by Elsevier. This book was released on 2023-09-06 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: Active Learning for Digital Transformation in Healthcare Education, Training and Research discusses the potential of advanced training of health professionals as a contributing factor to improve treatment outcomes. By reading this book, professionals who deal with patients with low health literacy will be prepared to promote better access to digital tools, understand the habits of users of health services, and empower engagement. The book contains a set of techniques and instruments associated with health literacy, communication skills and personal development that will enable their application in good daily practices and assist healthcare professionals to promote digital transformation to patients. This is a valuable resource for researchers, graduate students and healthcare professionals who are interested in learning more about how they can be an effective agent of change in healthcare. Discusses the potential of patient education through the training of health professionals to improve patient engagement and adherence to treatment Presents techniques from real-world examples to demonstrate the efficacy of better communication between health professionals and patients, especially in the digital medicine era Outlines digital tools that can be used to strengthen the healthcare professional-patient relationship

Book Educational Technologies in Medical and Health Sciences Education

Download or read book Educational Technologies in Medical and Health Sciences Education written by Susan Bridges and published by Springer. This book was released on 2015-10-20 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: This evidence-packed guide explores the growing importance of new technologies and situated learning in the vanguard of medical and health sciences education, backed by real-world clinical applications. Its dual emphasis on problem-based learning (PBL) and applied learning is reflected in the range of author perspectives, from understanding how technologies engage learners to implications for program design. Innovations covered range from wider and more targeted use of mobile devices and electronic medical records to video cases and virtual patients, in clinical contexts from family practice to specialized surgery. At the same time, chapters detail both the necessary hardware for putting these systems into place and the software needed to make them accessible to learners. Among the featured topics: Technology and group processes in PBL: An ethnographic study. What is real? Using problem-based learning in virtual worlds. Are Wikipedia articles reliable learning resources in PBL curricula? Utilizing mobile electronic health records in clinical education. Measuring emotions in medicine: methodological and technological advances within authentic medical learning environments. The deteriorating patient smartphone app: towards serious game design. Medical/health sciences educators and researchers in educational technology will look to Educational Technologies in Medical and Health Sciences Education to pinpoint current and future trends in an ever-important field.

Book Simulation and Game Based Learning for the Health Professions

Download or read book Simulation and Game Based Learning for the Health Professions written by Umoren, Rachel and published by IGI Global. This book was released on 2022-06-17 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: Simulation and gaming are emerging as useful tools in the field of education. Health professional schools around the world have been expanding their use of simulation; however, there are few resources for health educators that highlight the advances in the field. Additionally, the use of simulation in low-resource settings is an area of growing interest globally, as is the sustainability of simulation-based education. Further study is required to fully understand this dynamic technology. Simulation and Game-Based Learning for the Health Professions focuses on simulation-based education for the health professions and the role of school-business-community collaboration to promote the translation of simulation skills to clinical and public health practice. The book also provides guidance for educators organizing simulations for interprofessional learners in high and low resource settings as well as tools for in-person and remote evaluation of simulation performance using telesimulation. Covering topics such as gaming, augmented reality, and clinical practice, this reference work is ideal for medical professionals, nurses, health educators, researchers, academicians, scholars, practitioners, instructors, and students.

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.