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EBookClubs

Read Books & Download eBooks Full Online

Book International Journal of Gaming and Computer Mediated Simulations  IJGCMS  Volume 8  to 10  Pages 11 to 20  Pages 21 to 30  Pages 31 to 40  Pages 41 to 50  Pages 51 to 60  Pages 61 to 70  Pages 71 to 80  Pages 81 to 89

Download or read book International Journal of Gaming and Computer Mediated Simulations IJGCMS Volume 8 to 10 Pages 11 to 20 Pages 21 to 30 Pages 31 to 40 Pages 41 to 50 Pages 51 to 60 Pages 61 to 70 Pages 71 to 80 Pages 81 to 89 written by Brock Randall Dubbels and published by . This book was released on 2016 with total page 89 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book International Journal of Gaming and Computer Mediated Simulations  IJGCMS  Volume 9  to 10  Pages 11 to 20  Pages 21 to 30  Pages 31 to 40  Pages 41 to 50  Pages 51 to 60  Pages 61 to 70  Pages 71 to 80  Pages 81 to 89

Download or read book International Journal of Gaming and Computer Mediated Simulations IJGCMS Volume 9 to 10 Pages 11 to 20 Pages 21 to 30 Pages 31 to 40 Pages 41 to 50 Pages 51 to 60 Pages 61 to 70 Pages 71 to 80 Pages 81 to 89 written by Brock Randall Dubbels and published by . This book was released on 2017 with total page 89 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book International Journal of Gaming and Computer Mediated Simulations  IJGCMS  Volume 9  to 10  Pages 11 to 20  Pages 21 to 30  Pages 31 to 40  Pages 41 to 50  Pages 51 to 60  Pages 61 to 70  Pages 71 to 77

Download or read book International Journal of Gaming and Computer Mediated Simulations IJGCMS Volume 9 to 10 Pages 11 to 20 Pages 21 to 30 Pages 31 to 40 Pages 41 to 50 Pages 51 to 60 Pages 61 to 70 Pages 71 to 77 written by Brock Randall Dubbels and published by . This book was released on 2017 with total page 77 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Beyond Barbie and Mortal Kombat

Download or read book Beyond Barbie and Mortal Kombat written by Yasmin B. Kafai and published by . This book was released on 2008 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: Brings together new media theorists, game designers, educators, psychologists and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today.

Book Music In Video Games

    Book Details:
  • Author : K.J. Donnelly
  • Publisher : Routledge
  • Release : 2014-03-26
  • ISBN : 1134692110
  • Pages : 294 pages

Download or read book Music In Video Games written by K.J. Donnelly and published by Routledge. This book was released on 2014-03-26 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: From its earliest days as little more than a series of monophonic outbursts to its current-day scores that can rival major symphonic film scores, video game music has gone through its own particular set of stylistic and functional metamorphoses while both borrowing and recontextualizing the earlier models from which it borrows. With topics ranging from early classics like Donkey Kong and Super Mario Bros. to more recent hits like Plants vs. Zombies, the eleven essays in Music in Video Games draw on the scholarly fields of musicology and music theory, film theory, and game studies, to investigate the history, function, style, and conventions of video game music.

Book Handbook of Game Based Learning

Download or read book Handbook of Game Based Learning written by Jan L. Plass and published by MIT Press. This book was released on 2020-02-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Book Intuitive Interaction

    Book Details:
  • Author : Alethea Blackler
  • Publisher : CRC Press
  • Release : 2018-07-03
  • ISBN : 1351682091
  • Pages : 304 pages

Download or read book Intuitive Interaction written by Alethea Blackler and published by CRC Press. This book was released on 2018-07-03 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores recent research in intuitive interaction worldwide by a range of leading academics and practitioners in the field. It builds on past work as it ventures into new areas, such as how users perceive intuitiveness of an interface, how people experience intuitive interaction subjectively, and how we can use such understanding to design more engaging experiences. The book addresses how intuitive interaction is understood in different academic disciplines and how it has been researched in various parts of the world over the last 18 years. It covers how intuitive interaction can be applied in different contexts, like large scale urban installations, the developing world, in older populations, and in various industry applications. Features: Presents varied approaches to intuitive interaction research and application Illustrates how to understand and apply intuitive interaction to interfaces Provides a mix of academic and industry perspectives Explores a variety of contexts for application of intuitive interaction Encompasses design, IT, business, and psychological approaches

Book Stealth Assessment

    Book Details:
  • Author : Valerie Jean Shute
  • Publisher : MIT Press
  • Release : 2013
  • ISBN : 0262518813
  • Pages : 102 pages

Download or read book Stealth Assessment written by Valerie Jean Shute and published by MIT Press. This book was released on 2013 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt: An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.

Book Essential Simulation in Clinical Education

Download or read book Essential Simulation in Clinical Education written by Kirsty Forrest and published by John Wiley & Sons. This book was released on 2013-07-17 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: This new addition to the popular Essentials series provides a broad, general introduction to the topic of simulation within clinical education. An ideal tool for both teaching and learning, Essential Simulation in Clinical Education provides a theoretical and practical introduction to the subject of simulation, whilst also offering strategies for successful use of simulators within general clinical education and demonstrating best practice throughout. This timely new title provides: The latest information on developments in the field, all supported by an evidence-base Content written by a global team of experts Discussion of policy and strategy initiatives to ground simulation within the healthcare context Practical examples of cases, including inter-professional learning. A superb companion for those involved in multi-disciplinary healthcare teaching, or interested in health care education practices, Essential Simulation in Clinical Education is the most comprehensive guide to the field currently available.

Book Advances in Simulation and Digital Human Modeling

Download or read book Advances in Simulation and Digital Human Modeling written by Daniel N Cassenti and published by Springer Nature. This book was released on 2020-06-27 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the latest advances in modeling and simulation for human factors research. It reports on cutting-edge simulators such as virtual and augmented reality, multisensory environments, and modeling and simulation methods used in various applications, including surgery, military operations, occupational safety, sports training, education, transportation and robotics. Based on two AHFE 2020 Virtual Conferences such as the AHFE 2020 Virtual Conference on Human Factors and Simulation and the AHFE 2020 Virtual Conference on Digital Human Modeling and Applied Optimization, held on July 16–20, 2020, the book serves as a timely reference guide for researchers and practitioners developing new modeling and simulation tools for analyzing or improving human performance. It also offers a unique resource for modelers seeking insights into human factors research and more feasible and reliable computational tools to foster advances in this exciting field.

Book Embodied Cognition over the Lifespan and in Applied Settings

Download or read book Embodied Cognition over the Lifespan and in Applied Settings written by Annalisa Setti and published by Frontiers Media SA. This book was released on 2018-06-11 with total page 293 pages. Available in PDF, EPUB and Kindle. Book excerpt: While Embodied Cognition has now been accepted as mainstream in Cognitive Science, the study of its potential contribution to understding child developemnt and ageing, as well as its potential applications, is still in its infancy. This collection of articles explores the contribution of Embodied Cognition to studying the lifespan and potential applied fields. The contributions are theoretical and empirical and offer an important framework for future research and its applications.

Book 21st Century Sports

Download or read book 21st Century Sports written by Sascha L. Schmidt and published by Springer Nature. This book was released on 2020-09-12 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book outlines the effects that technology-induced change will have on sport within the next five to ten years, and provides food for thought concerning what lies further ahead. Presented as a collection of essays, the authors are leading academics from renowned institutions such as Massachusetts Institute of Technology, Queensland University of Technology, and the University of Cambridge, and practitioners with extensive technological expertise. In their essays, the authors examine the impacts of emerging technologies like artificial intelligence, the Internet of Things, and robotics on sports and assess how they will change sport itself, consumer behavior, and existing business models. The book will help athletes, entrepreneurs, and innovators working in the sports industry to spot trendsetting technologies, gain deeper insights into how they will affect their activities, and identify the most effective responses to stay ahead of the competition both on and off the pitch.

Book Innovative Learning Environments in STEM Higher Education

Download or read book Innovative Learning Environments in STEM Higher Education written by Jungwoo Ryoo and published by Springer Nature. This book was released on 2021-03-11 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: As explored in this open access book, higher education in STEM fields is influenced by many factors, including education research, government and school policies, financial considerations, technology limitations, and acceptance of innovations by faculty and students. In 2018, Drs. Ryoo and Winkelmann explored the opportunities, challenges, and future research initiatives of innovative learning environments (ILEs) in higher education STEM disciplines in their pioneering project: eXploring the Future of Innovative Learning Environments (X-FILEs). Workshop participants evaluated four main ILE categories: personalized and adaptive learning, multimodal learning formats, cross/extended reality (XR), and artificial intelligence (AI) and machine learning (ML). This open access book gathers the perspectives expressed during the X-FILEs workshop and its follow-up activities. It is designed to help inform education policy makers, researchers, developers, and practitioners about the adoption and implementation of ILEs in higher education.

Book Video Games and Well being

Download or read book Video Games and Well being written by Rachel Kowert and published by Springer Nature. This book was released on 2019-12-02 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.

Book Technology for Adaptive Aging

Download or read book Technology for Adaptive Aging written by National Research Council and published by National Academies Press. This book was released on 2004-04-25 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emerging and currently available technologies offer great promise for helping older adults, even those without serious disabilities, to live healthy, comfortable, and productive lives. What technologies offer the most potential benefit? What challenges must be overcome, what problems must be solved, for this promise to be fulfilled? How can federal agencies like the National Institute on Aging best use their resources to support the translation from laboratory findings to useful, marketable products and services? Technology for Adaptive Aging is the product of a workshop that brought together distinguished experts in aging research and in technology to discuss applications of technology to communication, education and learning, employment, health, living environments, and transportation for older adults. It includes all of the workshop papers and the report of the committee that organized the workshop. The committee report synthesizes and evaluates the points made in the workshop papers and recommends priorities for federal support of translational research in technology for older adults.

Book Serious Games Analytics

    Book Details:
  • Author : Christian Sebastian Loh
  • Publisher : Springer
  • Release : 2015-06-13
  • ISBN : 3319058347
  • Pages : 497 pages

Download or read book Serious Games Analytics written by Christian Sebastian Loh and published by Springer. This book was released on 2015-06-13 with total page 497 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.