Download or read book Technical Report written by and published by . This book was released on 2005 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Influence of Trainee Gaming Experience and Computer Self Efficacy on Learner Outcomes of Videogame Based Learning Environments written by and published by DIANE Publishing. This book was released on with total page 43 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Playing Video Games written by Peter Vorderer and published by Routledge. This book was released on 2012-10-12 with total page 605 pages. Available in PDF, EPUB and Kindle. Book excerpt: From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.
Download or read book Situated Learning Perspectives written by Hilary McLellan and published by Educational Technology. This book was released on 1996 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Learning by Playing written by Fran Blumberg and published by Oxford University Press, USA. This book was released on 2014 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.
Download or read book List of U S Army Research Institute Research and Technical Publications written by U.S. Army Research Institute for the Behavioral and Social Sciences and published by . This book was released on 2007 with total page 72 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Self Efficacy written by Albert Bandura and published by Macmillan. This book was released on 1997-02-15 with total page 628 pages. Available in PDF, EPUB and Kindle. Book excerpt: Albert Bandura's highly anticipated examination of his vastly influential work on self-efficacy is now available. The result of over 20 years of research by this renowned psychologist, the book articulates comprehensively Bandura's theory that believing one can achieve what one sets out to do results in a healthier, more effective, and generally more successful life.
Download or read book Social Value for Health Understanding Framing and Capturing the Wider Psycho social Outcomes Of Health Interventions and Programmes written by Paul R. Courtney and published by Frontiers Media SA. This book was released on 2021-09-14 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Handbook of Research on Educational Communications and Technology written by David Jonassen and published by Routledge. This book was released on 2008-09-25 with total page 1296 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 2008. Routledge is an imprint of Taylor & Francis, an informa company.
Download or read book Human Computer Interaction INTERACT 2017 written by Regina Bernhaupt and published by Springer. This book was released on 2017-09-19 with total page 515 pages. Available in PDF, EPUB and Kindle. Book excerpt: The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017. The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named: Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new int eraction techniques; personalization and visualization; persuasive technology and rehabilitation; and pointing and target selection.
Download or read book Serious Game Design and Development Technologies for Training and Learning written by Cannon-Bowers, Jan and published by IGI Global. This book was released on 2010-02-28 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: "With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.
Download or read book Videogame based Training Success written by Karin A. Orvis and published by . This book was released on 2006 with total page 48 pages. Available in PDF, EPUB and Kindle. Book excerpt: Personal computer (PC)-based videogames are emerging as an increasingly popular training tool in the U.S. Army. The present research represents a follow-up investigation to Orvis, Orvis, Belanich, and Mull in (2005) with regards to the impact of trainee characteristics in videogame-based training environments. Specifically, this follow-up research examines prior videogame experience, videogame self-efficacy, and goal orientation as antecedents that maximize trainee motivation, as well as other learner choices and outcomes, in PC game-based training. In this research, participants played a first-person-perspective videogame that began with a single-player section to introduce game- specific tasks, followed by a multi-player section where participants formed small teams to conduct several collaborative missions. Prior to and after the training exercise, participants completed online questionnaires. This research extends Orvis et al. (2005) by demonstrating that these trainee characteristics, as a set, had a positive impact on trainee motivation to use the training game, trainee satisfaction with the training experience, ease in using the training game interface, team cohesion, metacognitive strategies utilized during training, and time spent engaging in the training game. The results of this research provide useful information to training game developers and instructors using videogames as training tools.
Download or read book Video Games as Tools to Achieve Insight into Cognitive Processes written by Walter R. Boot and published by Frontiers Media SA. This book was released on 2015-06-04 with total page 89 pages. Available in PDF, EPUB and Kindle. Book excerpt: Though traditionally designed for entertainment, video games are being used more and more by psychologists to understand topics such as skill acquisition, cognitive capacity and plasticity, aging, individual differences, and development. The appeal of using video games over simpler laboratory paradigms partly comes from their ability to present rich and complex cognitive challenges more representative of the demands of the complex everyday tasks we perform outside of the laboratory. However, this complexity also presents a host of methodological and analytic challenges. This Research Topic brings together research using games to explore cognitive processes, with a special focus on the challenges of this approach. Challenges are in terms of design, implementation, or data analysis.
Download or read book ARI Research Note written by and published by . This book was released on 2008 with total page 72 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Cognitive and Working Memory Training written by Jared M. Novick and published by . This book was released on 2020 with total page 589 pages. Available in PDF, EPUB and Kindle. Book excerpt: Novick, Bunting, Dougherty, and Engle query an interdisciplinary group of distinguished researchers in cognitive science about the efficacy of cognitive and working memory training using a combination of behavioral, neuroimaging, meta-analytic, and computational modeling methods. This edited volume is a defining resource for the field of cognitive training research generally. Importantly, one focus of the book is on the notion of transfer--namely, the extent to which cognitive training generalizes to learning and performance measures that were decidedly not part of the training regimen.
Download or read book Integrating Technology in Problem Solving Educational Practices written by Zhang, Jingru and published by IGI Global. This book was released on 2024-10-31 with total page 556 pages. Available in PDF, EPUB and Kindle. Book excerpt: The influence of technology on education continues to grow, fundamentally changing how students develop problem-solving skills in the digital age. Emerging technologies provide new ways to enhance critical thinking, creativity, and real-world problem-solving abilities. By creating dynamic, interactive learning environments, educators can equip students with the tools they need to face the complexities of the modern world, making technology a vital component of effective teaching and learning strategies. Integrating Technology in Problem-Solving Educational Practices offers educators, instructional designers, researchers, and scholars the skills and resources to integrate technology into their instruction to improve problem-solving abilities. Through a blend of theoretical frameworks and real-world examples, it provides practical insights on creating engaging educational experiences that prepare students for success. It is also a valuable resource for students studying education, technology, or related fields who are interested in exploring how technology and learning intersect.
Download or read book Handbook of Teaching with Technology in Management Leadership and Business written by Stuart Allen and published by Edward Elgar Publishing. This book was released on 2020-09-25 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ever-evolving technological innovation creates both opportunities and challenges for educators aiming to achieve meaningful and effective learning in the classroom and to equip students with a well-honed set of technology skills as they enter the professional world. The Handbook of Teaching with Technology in Management, Leadership, and Business is written by experienced instructors using technology in novel and impactful ways in their undergraduate and graduate courses, as well as researchers reporting and reflecting on studies and literature that can guide them on the how and why of teaching with technology.