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Book Current Trends in Game Based Learning

Download or read book Current Trends in Game Based Learning written by Margarida Morais Marques and published by . This book was released on 2021 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students' motivation and engagement in learning processes.Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue “Current Trends in Game-Based Learning”. This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them.

Book Developments in Current Game Based Learning Design and Deployment

Download or read book Developments in Current Game Based Learning Design and Deployment written by Felicia, Patrick and published by IGI Global. This book was released on 2012-07-31 with total page 454 pages. Available in PDF, EPUB and Kindle. Book excerpt: Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Book Machine Learning Approaches for Improvising Modern Learning Systems

Download or read book Machine Learning Approaches for Improvising Modern Learning Systems written by Gulzar, Zameer and published by IGI Global. This book was released on 2021-05-14 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology is currently playing a vital role in revolutionizing education systems and progressing academia into the digital age. Technological methods including data mining and machine learning are assisting with the discovery of new techniques for improving learning environments in regions across the world. As the educational landscape continues to rapidly transform, researchers and administrators need to stay up to date on the latest advancements in order to elevate the quality of teaching in their specific institutions. Machine Learning Approaches for Improvising Modern Learning Systems provides emerging research exploring the theoretical and practical aspects of technological enhancements in educational environments and the popularization of contemporary learning methods in developing countries. Featuring coverage on a broad range of topics such as game-based learning, intelligent tutoring systems, and course modelling, this book is ideally designed for researchers, scholars, administrators, policymakers, students, practitioners, and educators seeking current research on the digital transformation of educational institutions.

Book Design  Motivation  and Frameworks in Game Based Learning

Download or read book Design Motivation and Frameworks in Game Based Learning written by Tan, Wee Hoe and published by IGI Global. This book was released on 2018-07-13 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.

Book Digital Game Based Learning

Download or read book Digital Game Based Learning written by Marc Prensky and published by Paragon House. This book was released on 2007-03-01 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Book Game Based Learning

Download or read book Game Based Learning written by Patrick Felicia and published by Cambridge Scholars Publishing. This book was released on 2014-06-26 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.

Book Handbook of Research on Gaming Trends in P 12 Education

Download or read book Handbook of Research on Gaming Trends in P 12 Education written by Russell, Donna and published by IGI Global. This book was released on 2015-10-21 with total page 664 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.

Book Digital Game based Learning

Download or read book Digital Game based Learning written by Marc Prensky and published by McGraw-Hill Companies. This book was released on 2001 with total page 474 pages. Available in PDF, EPUB and Kindle. Book excerpt: A revolutionary new approach to game-based learning, Digital Game-Based Learning shows businesses how to effectively train their under-30 workers through the use of twitch-speed games, computer games, and more.

Book Learning with Digital Games

Download or read book Learning with Digital Games written by Nicola Whitton and published by Routledge. This book was released on 2009-09-10 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.

Book Handbook of Research on Effective Electronic Gaming in Education

Download or read book Handbook of Research on Effective Electronic Gaming in Education written by Ferdig, Richard E. and published by IGI Global. This book was released on 2008-07-31 with total page 1762 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Book Gamification  Concepts  Methodologies  Tools  and Applications

Download or read book Gamification Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2015-03-31 with total page 2250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Book Games To Teach or Games To Learn

Download or read book Games To Teach or Games To Learn written by Yam San Chee and published by Springer. This book was released on 2015-08-18 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.

Book Assessment in Game Based Learning

Download or read book Assessment in Game Based Learning written by Dirk Ifenthaler and published by Springer Science & Business Media. This book was released on 2012-06-13 with total page 476 pages. Available in PDF, EPUB and Kindle. Book excerpt: The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.

Book Gaming for Classroom Based Learning  Digital Role Playing as a Motivator of Study

Download or read book Gaming for Classroom Based Learning Digital Role Playing as a Motivator of Study written by Baek, Young Kyun and published by IGI Global. This book was released on 2010-05-31 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

Book Game Based Learning and the Power of Play

Download or read book Game Based Learning and the Power of Play written by Pauline Rooney and published by Cambridge Scholars Publishing. This book was released on 2016-08-17 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.

Book Leading Issues in Games Based Learning

Download or read book Leading Issues in Games Based Learning written by Thomas Connolly and published by Academic Conferences Limited. This book was released on 2011 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: It has been said that the future will never be the same again, which is undoubtedly true, as is the statement that learning will never the same again. Many of the old rules of learning are being swept away and it is increasingly realised that knowledge of “fact” is less important than understanding of situations. It is now well established that understanding can be facilitated by simulation, which is one of the principles on which games-based learning is founded. Games-based learning is also important because there is so much pressure on the teaching resources available. Demand for learning has never been greater and it is likely to continue to grow exponentially. In this environment games-based learning has come into its own. It has always been true that there has been much to learn from games. Both competitiveness and team work have traditionally be learnt on the playing fields of schools around the world. Strategic thinking has been learnt from games such as Chess, even Checkers, and in a more sophisticated way the board game Diplomacy. With the power available through ICT entirely new games are possible that have a much richer and more engaging potential for learners. This is transforming learning and opening up new avenues for both learners and those who are helping them learn. This book represents some of the leading edge thinking in this field and is highly recommended to academics and training practitioners.

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.