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Book Lo que nos ense  an los videojuegos sobre el aprendizaje y el alfabetismo

Download or read book Lo que nos ense an los videojuegos sobre el aprendizaje y el alfabetismo written by James Paul Gee and published by . This book was released on 2004 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Es un controvertido, reflexivo y entusiasta examen sobre el mundo de los videojuegos y las cosas positivas que podemos aprender de ellos. Sugiere que se trata, en realidad, de experiencias de aprendizaje bastante intrincadas, que tienen muchas cosas que enseñarnos acerca de cómo están cambiando el aprendizaje y el alfabetismo en el mundo moderno. Compara el aprendizaje y el alfabetismo en los videojuegos con los de las aulas. James Paul Gee es catedrático Tashia Morgridge de Lectura en el departamento de Currículum e Instrucción en la Facultad de Educación de la Universidad de Wisconsin-Madison.

Book Serious Games and Edutainment Applications

Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer Science & Business Media. This book was released on 2011-12-10 with total page 502 pages. Available in PDF, EPUB and Kindle. Book excerpt: The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

Book Handbook of Research on Immersive Digital Games in Educational Environments

Download or read book Handbook of Research on Immersive Digital Games in Educational Environments written by Krassmann, Aliane Loureiro and published by IGI Global. This book was released on 2018-08-31 with total page 719 pages. Available in PDF, EPUB and Kindle. Book excerpt: Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging research exploring the theoretical and practical aspects of digital games and technological resources and applications within contemporary education. Featuring coverage on a broad range of topics such as digital integration, educational simulation, and learning theories, this book is ideally designed for teachers, pre-service teachers, students, educational researchers, and education software developers seeking current research on diverse immersive platforms and three-dimensional environments that support the creation of digital games and other applications to improve teaching and learning processes.

Book Comunicaci  n digital

    Book Details:
  • Author : Marta-Lazo, Carmen
  • Publisher : Editorial UOC
  • Release : 2017-03-22
  • ISBN : 8491164731
  • Pages : 147 pages

Download or read book Comunicaci n digital written by Marta-Lazo, Carmen and published by Editorial UOC. This book was released on 2017-03-22 with total page 147 pages. Available in PDF, EPUB and Kindle. Book excerpt: Este manual está dirigido a estudiantes de comunicación y de educación de grado y posgrado. El eje central de toda la obra es el novedoso concepto de Factor R-elacional, atendiendo al nuevo modelo que los autores han bautizado como «TRIC» (Tecnologías de la Relación, Información y Comunicación), que dibuja un nuevo escenario de contextos y mediaciones en la comunicación digital y móvil. Este libro contiene todas las partes esenciales para entender la comunicación digital: fundamentos, principios, interactuantes, competencias, mediaciones e inteRmetodología.Desde una perspectiva educomunicativa, los autores proponen métodos innovadores para llevar a cabo prácticas de aprendizaje digital en entornos presenciales, semipresenciales y virtuales. Como aportación final, se entrevista a seis reconoidos expertos en educación mediática y competencia digital para abordar desde su mirada diferentes temas planteados en el libro, de forma dialógica y abierta a la reflexión. También se brinda a los lectores la posibilidad de participar e interactuar en un laboratorio de experiencias TRIC.

Book   Sonr  e  te est  n puntuando

Download or read book Sonr e te est n puntuando written by Roberto Aparici and published by Editorial GEDISA. This book was released on 2017-11 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Video Games Around the World

Download or read book Video Games Around the World written by Mark J. P. Wolf and published by MIT Press. This book was released on 2015-05-22 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

Book Interactivity and Game Creation

Download or read book Interactivity and Game Creation written by Anthony Brooks and published by Springer Nature. This book was released on 2021-04-09 with total page 486 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging.

Book Disruptions  Diversity  and Ethics in Marketing

Download or read book Disruptions Diversity and Ethics in Marketing written by Sergio Martínez-Puertas and published by Springer Nature. This book was released on with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Rules and Exceptions in Biology  from Fundamental Concepts to Applications

Download or read book Rules and Exceptions in Biology from Fundamental Concepts to Applications written by Alfredo V. Peretti and published by Springer Nature. This book was released on with total page 557 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Education for Democracy 2 0

Download or read book Education for Democracy 2 0 written by and published by BRILL. This book was released on 2021-01-04 with total page 390 pages. Available in PDF, EPUB and Kindle. Book excerpt: A panorama of perspectives on media education and democracy in a digital age that draws upon projects in both the formal and non-formal education spheres, this collection contributes to conceptualizing and cultivating a more respectful, robust and critically-engaged democracy.

Book Neuropsychological Interventions for Children   Volume 2

Download or read book Neuropsychological Interventions for Children Volume 2 written by Natália Martins Dias and published by Springer Nature. This book was released on with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Advances in Usability  User Experience  Wearable and Assistive Technology

Download or read book Advances in Usability User Experience Wearable and Assistive Technology written by Tareq Z. Ahram and published by Springer Nature. This book was released on 2021-07-07 with total page 1163 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses emerging issues in usability, interface design, human–computer interaction, user experience and assistive technology. It highlights research aimed at understanding human interactions with products, services and systems and focuses on finding effective approaches for improving the user experience. It also discusses key issues in designing and providing assistive devices and services for individuals with disabilities or impairment, offering them support with mobility, communication, positioning, environmental control and daily living. The book covers modeling as well as innovative design concepts, with a special emphasis on user-centered design, and design for specific populations, particularly the elderly. Further topics include virtual reality, digital environments, gaming, heuristic evaluation and forms of device interface feedback (e.g. visual and haptic). Based on the AHFE 2021 Conferences on Usability and User Experience, Human Factors and Wearable Technologies, Human Factors in Virtual Environments and Game Design, and Human Factors and Assistive Technology, held virtually on 25–29 July, 2021, from USA, this book provides academics and professionals with an extensive source of information and a timely guide to tools, applications and future challenges in these fields.

Book Design  User Experience  and Usability  Designing Pleasurable Experiences

Download or read book Design User Experience and Usability Designing Pleasurable Experiences written by Aaron Marcus and published by Springer. This book was released on 2017-06-28 with total page 772 pages. Available in PDF, EPUB and Kindle. Book excerpt: The three-volume set LNCS 10288, 10289, and 10290 constitutes the proceedings of the 6th International Conference on Design, User Experience, and Usability, DUXU 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, jointly with 14 other thematically similar conferences. The total of 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 168 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. LNCS 10288: The 56 papers included in this volume are organized in topical sections on design thinking and design philosophy; aesthetics and perception in design; user experience evaluation methods and tools; user centered design in the software development lifecycle; DUXU education and training. LNCS 10289: The 56 papers included in this volume are organized in topical sections on persuasive and emotional design; mobile DUXU; designing the playing experience; designing the virtual, augmented and tangible experience; wearables and fashion technology. LNCS 10290: The 56 papers included in this volume are organized in topical sections on information design; understanding the user; DUXU for children and young users; DUXU for art, culture, tourism and environment; DUXU practice and case studies.

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 What Video Games Have to Teach Us About Learning and Literacy  Second Edition

Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Book Good Video Games   Good Learning

Download or read book Good Video Games Good Learning written by James Paul Gee and published by New Literacies and Digital Epistemologies. This book was released on 2013 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The chapters in this book argue that good games teach through well-designed problem-solving experiences. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.

Book Education for Democracy 2 0

Download or read book Education for Democracy 2 0 written by Michael Hoechsmann and published by Critical Media Literacies. This book was released on 2021 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This diverse and global collection of scholars, educators, and activists presents a panorama of perspectives on media education and democracy in a digital age. Drawing upon projects in both the formal and non-formal education spheres, the authors contribute towards conceptualizing, developing, cultivating, building and elaborating a more respectful, robust and critically-engaged democracy. Given the challenges our world faces, it may seem that small projects, programs and initiatives offer just a salve to broader social and political dynamics but these are the types of contestatory spaces, openings and initiatives that enable participatory democracy. This book provides a space for experimentation and dialogue, and a platform for projects and initiatives that challenge or supplement the learning offered by traditional forms of education. The Foreword is written by Divina Frau-Meigs (Sorbonne Nouvelle, Paris) and the Postscript by Roberto Apirici and David García Marín (UNED, Madrid). Contributors are: Roberto Aparici, Adelina Calvo Salvador, Paul R. Carr, Colin Chasi, Sandra L. Cuervo Sanchez, Laura D'Olimpio, Milena Droumeva, Elia Fernández-Diaz, Ellen Field, Michael Forsman, Divina Frau-Meigs, Aquilina Fueyo, David García-Marín, Tania Goitandia Moore, José Gutiérrez-Pérez, Ignacio Haya Salmón, Bruno Salvador Hernández Levi, Michael Hoechsmann, Jennifer Jenson, Maria Korpijaakko, Sirkku Kotilainen, Emil Marmol, María Dolores Olvera-Lobo, Tania Ouariachi, Mari Pienimäki, Anna Renfors, Ylva Rodney-Gumede, Carlos Rodríguez-Hoyos, Mar Rodríguez-Romero, Tafadzwa Rugoho, Juha Suoranta, Gina Thésée, Robyn M. Tierney, Robert C. Williams and María Luisa Zorrilla Abascal"--