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Book Gaming Innovations in Higher Education  Emerging Research and Opportunities

Download or read book Gaming Innovations in Higher Education Emerging Research and Opportunities written by Costello, Robert and published by IGI Global. This book was released on 2017-07-13 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming technologies have become effective learning tools within education. Gamification has the potential to increase engagement using real-time feedback on learning activities, which allows students to reflect on their completion and retention of a learned activity. Gaming Innovations in Higher Education: Emerging Research and Opportunities is an essential reference work featuring the latest scholarly knowledge on the application of different gaming techniques within education to make learning activities more enjoyable and successful. Including research on a number of topics such as virtual laboratories, interaction media, and intrinsic and extrinsic motivation, this publication is ideally designed for academicians, researchers, and students interested in the benefits of providing an entertaining and intellectually-stimulating learning environment.

Book Postsecondary Play

    Book Details:
  • Author : William G. Tierney
  • Publisher : JHU Press
  • Release : 2014-06-01
  • ISBN : 1421413078
  • Pages : 347 pages

Download or read book Postsecondary Play written by William G. Tierney and published by JHU Press. This book was released on 2014-06-01 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games and social media can improve college access, attract and support students, and boost rates of completion. The college application process—which entails multiple forms, essays, test scores, and deadlines—can be intimidating. For students without substantial school and family support, the complexity of this process can become a barrier to access. William G. Tierney, Tracy Fullerton, and their teams at the University of Southern California approach this challenge innovatively. Using the tools of online games and social media, they have developed ways to make applying for college much less intimidating. While the vast majority of college students use social media and gaming in their everyday lives, colleges and universities have been slow to recognize and harness the power of either. Postsecondary Play explores the significance of games and social media in higher education, and particularly how they can be used to attract, retain, educate, and socialize students. Tierney, a past president of the American Educational Research Association, has gathered some of the best research on the emerging role of games and social media in the classroom and how these tools can boost student confidence and increase college access. Scholars writing from a wide variety of disciplines—college access, social media, game studies, and learning sciences—provide concrete examples to illustrate the new and complex ways in which students learn in response to social media and games. Tierney and the contributors find that, although games can be powerful tools for encouraging underserved students, quality game design and mastering the concept of play—the ability to develop skills while engaging in the game—are essential in the effective use of serious games in teaching and learning. Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.

Book Learning Innovation and the Future of Higher Education

Download or read book Learning Innovation and the Future of Higher Education written by Joshua Kim and published by Johns Hopkins University Press. This book was released on 2020-02-11 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ultimately, the authors make a compelling case not only for this turn to learning but for creating new pathways for nonfaculty learning careers, understanding the limits of professional organizations and social media, and the need to establish this new interdisciplinary field of learning innovation.

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 for Classroom Based Learning  Digital Role Playing as a Motivator of Study

Download or read book Gaming for Classroom Based Learning Digital Role Playing as a Motivator of Study written by Baek, Young Kyun and published by IGI Global. This book was released on 2010-05-31 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

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 Gamification Strategies for Retention  Motivation  and Engagement in Higher Education  Emerging Research and Opportunities

Download or read book Gamification Strategies for Retention Motivation and Engagement in Higher Education Emerging Research and Opportunities written by Costello, Robert and published by IGI Global. This book was released on 2020-04-10 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students

Book Games and Education  Designs in and for Learning

Download or read book Games and Education Designs in and for Learning written by and published by BRILL. This book was released on 2018-11-26 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: We live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.

Book Practices and Implementation of Gamification in Higher Education

Download or read book Practices and Implementation of Gamification in Higher Education written by Membrive, Veronica and published by IGI Global. This book was released on 2024-02-26 with total page 365 pages. Available in PDF, EPUB and Kindle. Book excerpt: Practices and Implementation of Gamification in Higher Education is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote positive behavior among students. This book compiles a collection of practical lesson proposals from experienced educators at the university level, providing detailed instructions and necessary materials for implementing gamification in the classroom. By presenting a diverse range of examples across various fields of higher education, the book illustrates the effectiveness of gamification in engaging students and catering to their specific needs. Whether it is fostering motivation, nurturing commitment, or encouraging excellence, the book highlights the positive impact of gamification on student learning outcomes. Ideal for researchers, department chairs, university professors, and lead course developers, this book appeals to those invested in innovative teaching methodologies and seeking to implement them successfully. It also caters to graduate studies programs in higher education, teaching and instruction, humanities, English, and foreign languages.

Book Games To Teach or Games To Learn

Download or read book Games To Teach or Games To Learn written by Yam San Chee and published by Springer. This book was released on 2015-08-18 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.

Book Resonant Games

Download or read book Resonant Games written by Eric Klopfer and published by MIT Press. This book was released on 2018-07-17 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.

Book Postsecondary Play

Download or read book Postsecondary Play written by William G. Tierney and published by . This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

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 524 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 Handbook of Research on Gaming Trends in P 12 Education

Download or read book Handbook of Research on Gaming Trends in P 12 Education written by Russell, Donna and published by IGI Global. This book was released on 2015-10-21 with total page 664 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.

Book Design  Utilization  and Analysis of Simulations and Game Based Educational Worlds

Download or read book Design Utilization and Analysis of Simulations and Game Based Educational Worlds written by Ferdig, Richard E. and published by IGI Global. This book was released on 2013-05-31 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.

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 Knowledge Games

    Book Details:
  • Author : Karen Schrier
  • Publisher : JHU Press
  • Release : 2016-06-15
  • ISBN : 1421419203
  • Pages : 281 pages

Download or read book Knowledge Games written by Karen Schrier and published by JHU Press. This book was released on 2016-06-15 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.