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Book Practical Perspectives on Educational Theory and Game Development

Download or read book Practical Perspectives on Educational Theory and Game Development written by Marzullo, Fabio Perez and published by IGI Global. This book was released on 2021-06-25 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.

Book Design and Implementation of Educational Games  Theoretical and Practical Perspectives

Download or read book Design and Implementation of Educational Games Theoretical and Practical Perspectives written by Zemliansky, Pavel and published by IGI Global. This book was released on 2010-04-30 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.

Book Research Anthology on Game Design  Development  Usage  and Social Impact

Download or read book Research Anthology on Game Design Development Usage and Social Impact written by Management Association, Information Resources and published by IGI Global. This book was released on 2022-10-07 with total page 2034 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.

Book Handbook of Research on Cross Disciplinary Uses of Gamification in Organizations

Download or read book Handbook of Research on Cross Disciplinary Uses of Gamification in Organizations written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-01-28 with total page 657 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Book Software Engineering Perspectives in Computer Game Development

Download or read book Software Engineering Perspectives in Computer Game Development written by Kendra M. L. Cooper and published by CRC Press. This book was released on 2021-07-05 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives

Book Handbook of Research on Developing a Post Pandemic Paradigm for Virtual Technologies in Higher Education

Download or read book Handbook of Research on Developing a Post Pandemic Paradigm for Virtual Technologies in Higher Education written by Loureiro, Sandra Maria Correia and published by IGI Global. This book was released on 2021-06-25 with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: The COVID-19 pandemic has forced companies, institutions, citizens, and students to rapidly change their behaviors and use virtual technologies to perform their usual working tasks. Though virtual technologies for learning were already present in most universities, the pandemic has forced virtual technologies to lead the way in order to continue teaching and learning for students and faculty around the world. Universities and teachers had to quickly adjust everything from their curriculum to their teaching styles in order to adapt to an online learning environment. Online learning is a complex issue and one that comes with both challenges and opportunities; there is plenty of room for growth, and further study is required to better understand how to improve online education. The Handbook of Research on Developing a Post-Pandemic Paradigm for Virtual Technologies in Higher Education is a comprehensive reference book that presents the testimonials of teachers and students with various degrees of experience with distance learning and their utilization of current virtual tools and applications for learning, as well as the impact of these technologies and their potential future use. With topics ranging from designing an online learning course to discussing group work in an online environment, this book is ideal for teachers, educational software developers, IT consultants, instructional designers, administrators, professors, researchers, lecturers, students, and all those who are interested in learning more about distance learning and all the positive and negative aspects that accompany it.

Book Stagnancy Issues and Change Initiatives for Global Education in the Digital Age

Download or read book Stagnancy Issues and Change Initiatives for Global Education in the Digital Age written by Neimann, Theresa and published by IGI Global. This book was released on 2020-09-04 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: At this juncture in the history and development of education in the digital age, constituents of education systems across the globe are challenged with revising or rediscovering the purpose of educational institutions within societies. Institutions need to retool to include digital games-based and problem-based learning, and education itself must adapt to serve the needs of a diverse student population. Stagnancy Issues and Change Initiatives for Global Education in the Digital Age is a cutting-edge research publication that explores the complex discourse of trends, shifts, and changes happening in the field of education and to understand the implications for teaching, learning, and professional development. The book helps educators understand how to make their pedagogy and andragogy relevant in the framework of constant technological shifts and changes in order to help students thrive in a global economy. Featuring a wide range of topics such as gamification, pedagogy, and intercultural learning, this book is ideal for curriculum designers, academicians, education professionals, researchers, policymakers, and students.

Book Fostering Communication and Learning With Underutilized Technologies in Higher Education

Download or read book Fostering Communication and Learning With Underutilized Technologies in Higher Education written by Ali, Mohammed Banu and published by IGI Global. This book was released on 2020-09-04 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Higher education is undergoing radical changes with the arrival of emerging technology that can facilitate better teaching and learning experiences. However, with a lack of technical awareness, technophobia, and security and trust issues, there are several barriers to the uptake of emerging technologies. As a result, many of these new technologies have been overlooked or underutilized. In the information systems and higher education domains, there exists a need to explore underutilized technologies in higher education that can foster communication and learning. Fostering Communication and Learning With Underutilized Technologies in Higher Education is a critical reference source that provides contemporary theories in the area of technology-driven communication and learning in higher education. The book offers new knowledge about educational technologies and explores such themes as artificial intelligence, digital learning platforms, gamification tools, and interactive exhibits. The target audience includes researchers, academicians, practitioners, and students who are working or have a keen interest in information systems, learning technologies, and technology-led teaching and learning. Moreover, the book provides an understanding and support to higher education practitioners, faculty, educational board members, technology vendors and firms, and the Ministry of Education.

Book Redesigning Teaching  Leadership  and Indigenous Education in the 21st Century

Download or read book Redesigning Teaching Leadership and Indigenous Education in the 21st Century written by Roberts, Leesha Nicole and published by IGI Global. This book was released on 2020-09-18 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: Research in the area of teaching and learning within education is a dynamic area that continues to evolve because of new technologies, knowledge, models, and methods within formal and non-formal educational settings. It is essential to evaluate the changes that educational systems undergo as they adapt to the increasing use of the technology and the flattening of access to education from an international perspective. Redesigning Teaching, Leadership, and Indigenous Education in the 21st Century is a cutting-edge research publication that provides comprehensive research on the amalgamation of teaching and learning practices at each level of the education system. Highlighting a range of topics such as bibliometrics, indigenous studies, and professional development, this book is ideal for academicians, education professionals, administrators, curriculum developers, classroom designers, professionals, researchers, and students.

Book Designing  Constructing  and Programming Robots for Learning

Download or read book Designing Constructing and Programming Robots for Learning written by Eteokleous, Nikleia and published by IGI Global. This book was released on 2021-11-19 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: The field of robotics in a classroom context has seen an increase in global momentum recently because of its positive contributions in the teaching of science, technology, engineering, mathematics (STEM) and beyond. It is argued that when robotics and programming are integrated in developmentally appropriate ways, cognitive skill development beyond STEM can be achieved. The development of educational robotics has presented a plethora of ways in which students can be assisted in the classroom. Designing, Constructing, and Programming Robots for Learning highlights the importance of integrating robotics in educational practice and presents various ways for how it can be achieved. It further explains how 21st century skills and life skills can be developed through the hands-on experience of educational robotics. Covering topics such as computational thinking, social skill enhancement, and teacher training, this text is an essential resource for engineers, educational software developers, teachers, professors, instructors, researchers, faculty, leaders in educational fields, students, and academicians.

Book Theory of Fun for Game Design

Download or read book Theory of Fun for Game Design written by Raph Koster and published by "O'Reilly Media, Inc.". This book was released on 2005 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.

Book Poverty Impacts on Literacy Education

Download or read book Poverty Impacts on Literacy Education written by Tussey, Jill and published by IGI Global. This book was released on 2021-09-24 with total page 325 pages. Available in PDF, EPUB and Kindle. Book excerpt: Income disparity for students in both K-12 and higher education settings has become increasingly apparent since the onset of the COVID-19 pandemic. In the wake of these changes, impoverished students face a variety of challenges both internal and external. Educators must deepen their awareness of the obstacles students face beyond the classroom to support learning. Traditional literacy education must evolve to become culturally, linguistically, and socially relevant to bridge the gap between poverty and academic literacy opportunities. Poverty Impacts on Literacy Education develops a conceptual framework and pedagogical support for literacy education practices related to students in poverty. The research provides protocols supporting student success through explored connections between income disparity and literacy instruction. Covering topics such as food insecurity, integrated instruction, and the poverty narrative, this is an essential resource for administration in both K-12 and higher education settings, professors and teachers in literacy, curriculum directors, researchers, instructional facilitators, pre-service teachers, school counselors, teacher preparation programs, and students.

Book Handbook of Research on Future Opportunities for Technology Management Education

Download or read book Handbook of Research on Future Opportunities for Technology Management Education written by Khan, Basheer Ahmed and published by IGI Global. This book was released on 2021-06-25 with total page 533 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology management education and business education are visibly intertwined in the current educational system. Certain efforts that have taken place in the recent past are the interinstitutional discourse around the world. Technology management is a dynamic and evolving profession, driven by changes in technology, globalization, sustainability, and the increasing importance of the service economy. The Handbook of Research on Future Opportunities for Technology Management Education is a comprehensive reference book that enables readers to comprehend the trends in technological changes and the need to orient business education and technology management in workplaces. The book serves to support with the formation and implementation of appropriate policies for technology management. Covering topics such as big data analytics, cloud computing adoption, and massive open online courses (MOOCs), this text is an essential resource for managers, technologists, teachers, executives, instructional designers, libraries, university researchers, students, faculty, and industry taught leaders.

Book Design  User Experience  and Usability  Theory and Practice

Download or read book Design User Experience and Usability Theory and Practice written by Aaron Marcus and published by Springer. This book was released on 2018-07-10 with total page 811 pages. Available in PDF, EPUB and Kindle. Book excerpt: The three-volume set LNCS 10918, 10919, and 10290 constitutes the proceedings of the 7th International Conference on Design, User Experience, and Usability, DUXU 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The total of 1171 papers presented at the HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The total of 165 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 55 papers included in this volume are organized in topical sections on design thinking, methods and practice, usability and user experience evaluation methods and tools, and DUXU in software development.

Book Cases on Technologies in Education From Classroom 2 0 to Society 5 0

Download or read book Cases on Technologies in Education From Classroom 2 0 to Society 5 0 written by Bishop, Jonathan and published by IGI Global. This book was released on 2021-10-08 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: As the use of technology spreads throughout communities, it is a natural progression that those resources will be given to classrooms. In order to provide the best education possible, all resources must be used. Learning, however, is not only done within the classroom; community learning (such as Society 4.0 and Society 5.0) involves remote learning and learning in the community. Cases on Technologies in Education From Classroom 2.0 to Society 5.0 presents case studies on the best practices from practitioners using future technologies for education beyond the classroom. The content within the book specifically includes Classroom 2.0 (networking of education institutions and learners), School 3.0 (situated learning in community venues beyond the classroom), Society 4.0 (sharing education practice and delivering learning remotely), and Society 5.0 (ubiquitous education in smart cities, towns, and villages). Covering topics such as cross-community education, ed-tech, and innovation paths, this book is an in-depth reference for administrators, schools, colleges, and universities looking to embed technology into the way they deliver education, as well as educational software developers, IT consultants, researchers, students, academicians, and teachers looking to enhance the way they educate their learners through technology.

Book Modeling and Prototyping New Smart Learning Management Systems

Download or read book Modeling and Prototyping New Smart Learning Management Systems written by Ouadoud, Mohammed and published by IGI Global. This book was released on 2021-05-21 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: We are currently witnessing the launch and development of many new learning management system (LMS) innovations whose main objective is to meet society’s requirements and the knowledge economy, which is fully emerging. Understanding new LMS innovations is essential for the improvement of the training and learning processes. To effectively implement these new LMSs in the classroom, teachers and trainers need access to real-life cases in which these methods were successfully used. New smart LMSs should be easy to use and to administer online educational content to ensure better adaptation to course teaching and learning styles. Therefore, it is necessary to find a method of modeling for all types of LMS. By combining learning theories that have long inspired the design of computer applications and putting them into perspective with emerging education features, a new smart LMS can be developed and studied. Modeling and Prototyping New Smart Learning Management Systems is a critical scholarly resource that examines current advances in educational innovation and presents cases that allow for the improvement of personalized and active learning. It examines diverse issues of social, organizational, economic, cultural, and technological context related to internal and external management of learning and teaching and their technological improvements. The chapters cover issues, methods, models, constructs, solution applications, or specific architectures and theories in LMS and feature a wide range of topics such as higher education, teacher education, and learning strategies. This book is ideal for graduate-level students, researchers and industry practitioners, engineers, research scientists/academicians, educational administrators, educational professionals, teachers and professors, and researchers involved in practical applications of engineering-pedagogical and didactic aspects in learning management systems.

Book Applying Mobile Technologies to Chinese Language Learning

Download or read book Applying Mobile Technologies to Chinese Language Learning written by Xu, Xiaoge and published by IGI Global. This book was released on 2021-10-29 with total page 295 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since mobile devices, especially Chinese learning apps, have been leveraged to assist learning, many recorded and unrecorded efforts have been taken to enhance the mobile experience in learning Chinese around the world. To facilitate knowledge transfer and exchange between learners and instructors of Chinese, further efforts to compare mobile experience in learning Chinese among different age groups and cultures must be considered. Applying Mobile Technologies to Chinese Language Learning shares a variety of knowledge and skills on how to best leverage features and functions of mobile devices to enhance the mobile experience in learning Chinese. Additionally, it compares similarities and differences in mobile experience and provides a thorough overview to describe, explain, and predict these experiences in learning Chinese. Covering topics such as language learning apps, authentic language use, and mobile experiences, it is ideal for instructors, academicians, researchers, students, and practitioners.