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Book The Educator s Guide to Designing Games and Creative Active Learning Exercises

Download or read book The Educator s Guide to Designing Games and Creative Active Learning Exercises written by Alex Gom and published by Independently Published. This book was released on 2023-03-27 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: How does computer education work? improving job performance by acquiring computer operating abilities and fundamental knowledge. The goal of computer education is to cover all of its subfields of study in various fields and sectors. The most effective tool that children can use to acquire new skills and abilities in education is a computer and access to the internet. PC assumes a critical part in every n each field of life. They assist us in numerous ways.

Book The Educator  s Guide to Designing Games and Creative Active Learning Exercises

Download or read book The Educator s Guide to Designing Games and Creative Active Learning Exercises written by Joe Bisz and published by . This book was released on 2023 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Readers will explore 9 original "complex mechanic" templates along with principles from game-based learning that guide their activities towards serious play. Beginners and veterans will find entry points for applying the ALLURE method as deeply as desired, such as making playful changes to their existing discussions or activities (adding a random element, or student roles), crafting physical components (cards, board, plastic pieces), or building light digital options (discussion board riddles, PowerPoint and Google Slides games), for in-person and online learning"--

Book The Educator s Guide to Designing Games and Creative Active Learning Exercises

Download or read book The Educator s Guide to Designing Games and Creative Active Learning Exercises written by Joe Bisz and published by Teachers College Press. This book was released on 2023 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors' extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games. Written in the language of instructional design, so advanced knowledge about games or technology is not required. Provides creative instructional techniques that will boost student engagement for both in-person and online instruction. Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.

Book How the Arts Can Save Education

Download or read book How the Arts Can Save Education written by Erica Halverson and published by . This book was released on 2021 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: "A comprehensive look at how the arts (broadly conceived) can improve teaching, learning, and curriculum for all students, written in accessible language for non-academics and non-experts. It contains many evocative examples to illustrate the power of the arts to change education"--

Book Using Technology Wisely

    Book Details:
  • Author : Harold Wenglinsky
  • Publisher : Teachers College Press
  • Release : 2005-04-25
  • ISBN : 9780807745830
  • Pages : 112 pages

Download or read book Using Technology Wisely written by Harold Wenglinsky and published by Teachers College Press. This book was released on 2005-04-25 with total page 112 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides information on the effect of technology on student academic performance in mathematics, science, and reading.

Book Using Games to Enhance Learning and Teaching

Download or read book Using Games to Enhance Learning and Teaching written by Nicola Whitton and published by Routledge. This book was released on 2012 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.

Book Handbook of Research on Decision Making Capabilities Improvement With Serious Games

Download or read book Handbook of Research on Decision Making Capabilities Improvement With Serious Games written by Correia, Anacleto and published by IGI Global. This book was released on 2023-07-10 with total page 459 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

Book What s Worth Teaching

    Book Details:
  • Author : Allan Collins
  • Publisher : Teachers College Press
  • Release : 2017-04-28
  • ISBN : 0807758655
  • Pages : 161 pages

Download or read book What s Worth Teaching written by Allan Collins and published by Teachers College Press. This book was released on 2017-04-28 with total page 161 pages. Available in PDF, EPUB and Kindle. Book excerpt: Renowned cognitive scientist Allan Collins proposes a school curriculum that will fit the needs of our modern era. Examining how advances in technology, communication, and the dissemination of information are reshaping the world, Collins offers guidelines to help schools foster flexible, self-directed learners who will succeed in the global workplace.

Book Self Regulated Design Learning

Download or read book Self Regulated Design Learning written by Matthew Powers and published by Routledge. This book was released on 2016-07-28 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt: Self-Regulated Design Learning: A Foundation and Framework for Teaching and Learning Design reframes how educators in architecture, landscape architecture, and other design disciplines think about teaching and learning design. The book weaves together concepts of constructivism, social cognitive theory, and self-regulated learning into a solid theoretical foundation for innovative teaching that emphasizes meaning, memory, problem solving, and mastery. The central goal of self-regulated design learning is making design learnable so that students are encouraged to become active, engaged participants in the design learning process. Key features of the book include: examining the issues, values, and challenges of teaching and learning in design, exploring select educational theories and concepts relevant to design pedagogy, illustrating the pivotal relationships between design learning and self-regulation, and discussing pedagogic techniques that support self-regulated design learning and lead to greater student achievement and performance. Self-Regulated Design Learning: A Foundation and Framework for Teaching and Learning Design provides numerous examples and applications to help design educators understand how to implement the self-regulated design learning methodology in their studios. Through this book, design educators will discover new ways of encouraging meaningful design learning through an advanced approach that is empowering, inspiring, and vital.

Book A Guide to Designing Curricular Games

Download or read book A Guide to Designing Curricular Games written by Janna Jackson Kellinger and published by Springer. This book was released on 2016-10-19 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.

Book Transforming our World Through Design  Diversity and Education

Download or read book Transforming our World Through Design Diversity and Education written by G. Craddock and published by IOS Press. This book was released on 2018-10-18 with total page 906 pages. Available in PDF, EPUB and Kindle. Book excerpt: Good design is enabling, and each and every one of us is a designer. Universal Design is widely recognized an important concept that should be incorporated in all person-centred policies. The United Nations Convention on the Rights of Persons with Disabilities (UNCRPD) clearly stipulates that the most effective way of delivering on the promise of an inclusive society is through a Universal Design approach. Sitting at the intersection of the fields of Higher Education and Universal Design, this book presents papers delivered at the Universal Design and Higher Education in Transformation Congress (UDHEIT2018), held in Dublin, Ireland, from 30 October to 2 November 2018. This event brings together key experts from industry, education, and government and non-government organization sectors to share experiences and knowledge with all participants. The 86 papers included here are grouped under 17 headings, or themes, ranging from education and digital learning through healthcare to engagement with industry and urban design. Celebrating and integrating all that is good in design, diversity and education, this book will be a valuable resource for all those interested in the inspiring and empowering developments in both Universal Design and higher education.

Book ECGBL2011 Proceedings of the 5th European Conference on Games Based Learning

Download or read book ECGBL2011 Proceedings of the 5th European Conference on Games Based Learning written by Dimitris Gouscos and published by Academic Conferences and Publishing International. This book was released on with total page 679 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book ECGBL2013 Proceedings of the 6th European Conference on Games Based Learning

Download or read book ECGBL2013 Proceedings of the 6th European Conference on Games Based Learning written by Patrick Felicia and published by Academic Conferences Limited. This book was released on 2012 with total page 678 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Resources in Education

Download or read book Resources in Education written by and published by . This book was released on 2001 with total page 748 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Proceedings of the 17th European Conference on Game Based Learning

Download or read book Proceedings of the 17th European Conference on Game Based Learning written by Ton Spil and published by Academic Conferences and publishing limited. This book was released on 2023-10-05 with total page 950 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

Book Edutainment Game Book

    Book Details:
  • Author : Melvia Miller
  • Publisher : CreateSpace
  • Release : 2009-02-23
  • ISBN : 9781441491954
  • Pages : 90 pages

Download or read book Edutainment Game Book written by Melvia Miller and published by CreateSpace. This book was released on 2009-02-23 with total page 90 pages. Available in PDF, EPUB and Kindle. Book excerpt: EDUTAINMENT GAME BOOK...*("No Child Left to Sigh")* -- This instructional GUIDE BOOK is filled with interactive teaching activities, nature-centered exercises and games. IT'S TIME TO GET AWAY FROM LECTURING SO MUCH...and SPICE UP CLASSES.... Inspire and motivate your students with these fun activities and exercises -- which are also effective ways of teaching. *PLUS... it includes A MULTI-CULTURAL ECOLOGICAL APPROACH TO EDUCATION* Have fun with Black History...and related topics. This Instructor's Guide-Book is filled with creative activities for teachers, coaches, and youth group leaders....to help raise awareness of our ENVIRONMENT and how it all functions. Research shows that people learn more from the "natural world" -- where academia and 'hands-on' learning activities mingle. Incorporate more stimulating interactive, collaborative exercises into your classes and workshops....using simple tools...such as: markers, cards, paste/glue, poster-board, etc. Based upon "environment, ecology, and nature studies" -- the exercises and games incorporate academic studies in an enjoyable way...which improves retention and achievement. Enhance lessons in Geography, Biology, Math, or Language. HELP STUDENTS TO GAIN A BETTER UNDERSTANDING OF THE NATURAL WORLD, ENVIRONMENTAL ISSUES, GEOGRAPHY, AND HOW THE WEB OF LIFE EFFECTS US ALL. THE MORE WE KNOW ABOUT THE NATURAL WORLD...the better we can understand ourselves. Research shows that students learn more when the subject matter is meaningful, relevant, useful and fun. And we know that lecturing is a very limited way of teaching. We also incorporate "nature discovery" activities to make a more dramatic impact upon learners. Experience with Nature is one the best foundations for study of sciences, health, ecology, geography, history, and other subjects. BONUS = This book contains a special section: "A GUIDE TO EASY WAYS TO RECYCLE"

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.