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Book Computer Games for Learning

Download or read book Computer Games for Learning written by Richard E. Mayer and published by MIT Press. This book was released on 2014-07-11 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

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.

Book Serious Educational Games

Download or read book Serious Educational Games written by and published by BRILL. This book was released on 2008-01-01 with total page 95 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.

Book Games for Learning

    Book Details:
  • Author : Peggy Kaye
  • Publisher : Macmillan
  • Release : 1991-08
  • ISBN : 9780374522865
  • Pages : 274 pages

Download or read book Games for Learning written by Peggy Kaye and published by Macmillan. This book was released on 1991-08 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: A guide of educational games for parents covering all areas of the school curriculum.

Book Educational Game Design Fundamentals

Download or read book Educational Game Design Fundamentals written by George Kalmpourtzis and published by CRC Press. This book was released on 2018-07-11 with total page 479 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!

Book The Everything Kids  Learning Activities Book

Download or read book The Everything Kids Learning Activities Book written by Amanda Morin and published by Simon and Schuster. This book was released on 2013-07-18 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: Who says learning can't be fun? Using the word "educational" can be the quickest way to lose a child's interest. But the games, projects, and experiments in The Everything Kids' Learning Activities Book are so much fun, your kids won't even know they're learning! Not only will your kids be entertained and have fun, they'll learn skills in the key areas of reading, writing, math, science, and social studies. With 145 indoor and outdoor activities including: Comic strip sequencing Round robin storytelling Lollipop patterns The 25-cent pyramid Cookie fractions Balloon terrarium These activities are geared for kids aged 5–12, making this a go-to resource for years to come. And most activities use materials that are in your house! This easy-to-use guide is full of creative ideas and expert advice to help you be your kids' best learning partner.

Book Games and Education  Designs in and for Learning

Download or read book Games and Education Designs in and for Learning written by and published by BRILL. This book was released on 2018-11-26 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: We live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.

Book Handbook of Research on Serious Games for Educational Applications

Download or read book Handbook of Research on Serious Games for Educational Applications written by Zheng, Robert and published by IGI Global. This book was released on 2016-08-01 with total page 524 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Book 100 Fun   Easy Learning Games for Kids

Download or read book 100 Fun Easy Learning Games for Kids written by Amanda Boyarshinov and published by Page Street Publishing. This book was released on 2016-05-24 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn While You Play With These Fun, Creative Activities & Games From two experienced educators and moms, 100 Fun & Easy Learning Games for Kids prepares your children to thrive in school and life the fun way by using guided play at home to teach important learning topics—reading, writing, math, science, art, music and global studies. Turn off the TV and beat boredom blues with these clever activities that are quick and easy to set up with common household materials. The huge variety of activities means you can choose from high-energy group games full of laughter and delight, or quiet activities that kids can complete on their own. All activities highlight the skill they teach, and some are marked with a symbol whether they are good for on-the-go learning or if they incorporate movement for kids to get their wiggles out. In Zip-Line Letters, children learn letter sounds as the letters zoom across the room. In Parachute Subtraction, place foam balls in a parachute, then kids shake the parachute and practice subtraction as they count how many balls fall off. Kids will have so much fun, they won’t even realize they’re gaining important skills! The activities are easy to adapt for all ages and skill levels. 100 Fun & Easy Learning Games for Kids is the solution for parents—as well as teachers, caregivers or relatives—to help kids realize how fun learning can be and develop what they’ll need to do well wherever life takes them.

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 2012-05-23 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.

Book Mathematics Education for a New Era

Download or read book Mathematics Education for a New Era written by Keith Devlin and published by CRC Press. This book was released on 2011-02-25 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics education, Mathematics Education for a New Era: Video Games as a Med

Book A Board Game Education

    Book Details:
  • Author : Jeffrey P. Hinebaugh
  • Publisher : R&L Education
  • Release : 2009-07-16
  • ISBN : 1607092611
  • Pages : 232 pages

Download or read book A Board Game Education written by Jeffrey P. Hinebaugh and published by R&L Education. This book was released on 2009-07-16 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Board Game Education is an entertaining and valuable resource for parents, teachers, educators, and anyone who appreciates the fun and entertainment provided by classic, traditional board games. The book provides an informative analysis of how classic board games that everyone has played_and probably owns_are not only great family entertainment but also develop core educational skills that have been proven to lead to academic achievement. Through A Board Game Education readers learn a bit of the fascinating history trivia and little-known facts regarding the most loved board games of all time (i.e., how Monopoly was used by WWII POWs to escape). At the same time, Hinebaugh identifies the distinct educational skills developed by each of these games and explores in detail how the play of these games cultivates such skills. A Board Game Education also provides valuable suggestions about how to modify and vary these classic board games to specifically enhance additional core educational skills and concepts. Who would have thought that Candy Land could be modified into a strategy game and Chutes and Ladders could be used to teach algebraic equations and advanced math.

Book Augmented Learning

    Book Details:
  • Author : Eric Klopfer
  • Publisher : MIT Press
  • Release : 2008
  • ISBN : 0262113155
  • Pages : 273 pages

Download or read book Augmented Learning written by Eric Klopfer and published by MIT Press. This book was released on 2008 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.

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 Serious Games and Virtual Worlds in Education  Professional Development  and Healthcare

Download or read book Serious Games and Virtual Worlds in Education Professional Development and Healthcare written by Klaus Bredl and published by IGI Global. This book was released on 2013-03-31 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.

Book Games  Purpose and Potential in Education

Download or read book Games Purpose and Potential in Education written by Christopher Thomas Miller and published by Springer Science & Business Media. This book was released on 2008-10-22 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.

Book Abecedarian

    Book Details:
  • Author : Craig T. Ramey
  • Publisher : Sociometrics Corporation
  • Release : 2012-01-01
  • ISBN : 9781478114888
  • Pages : 364 pages

Download or read book Abecedarian written by Craig T. Ramey and published by Sociometrics Corporation. This book was released on 2012-01-01 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a history and practical guide about The Abecedarian Project, an early education experiment launched in 1971 and then replicated in multiple other studies. The Abecedarian Approach is evidence-informed and "total child" in the way it promotes learning and positive academic and social outcomes for children who begin life "at risk" due to social or biological factors. The Abecedarian Project is a landmark study conducted in Chapel Hill, North Carolina with 111 children born into extremely impoverished life circumstances. The intervention involved intensive learning and social-emotional supports, starting in infancy and continuing until at least kindergarten entry, for children and their families. For the first-time ever, this book brings together all of the key details of this scientific and educational project so that community leaders, educators, policymakers, and parents know exactly what the "Abecedarian Approach" means. This book provides a down-to-earth blueprint for how to use and adapt the Abecedarian Approach for different groups of children and families living in many diverse communities in today's rapidly changing world. The book emphasizes how to actively engage young children and their families so that children receive the full range of enriching, growth-promoting experiences they need to be well-prepared for school entry and later achievement in academic and personal-social areas. The Abecedarian Approach has been used successfully in center-based care, home visiting programs, family day homes, and public school pre-K settings. Today, the Abecedarian Approach is one of the few evidence-based, proven programs that integrates basic principles of human learning and development into a fun, affordable, and effective approach to early childhood education. Reviews for the book include:"For the first time, by the foremost scholars and originators of Abecedarian, we have a top-notch, thorough review of its efforts and accomplishments that is both comprehensive and comprehensible. Laden with the extraordinary insight and vision that characterizes Abecedarian itself, this volume retells the inside story of America's leading effort to implement and evaluate our nation's premier program for young children and families. Practitioners, policy makers, and scholars will find this an outstanding, eminently usable, and indispensable recapitulation of what we thought we knew....but didn't really!!! It's the inside "take" on a national effort in which we all should take great pride." -Sharon Lynn Kagan, EdD, Virginia and Leonard Marx Professor of Early Childhood and Family Policy; Co-Director, National Center for Children & Families; Professor Adjunct, Yale Child Study Center, Yale University "Abecedarian: The Ideas, the Approach, and the Findings is a book of enormous historical and contemporary significance because it clearly provides the "why" and the "what" behind the findings of Abecedarian's remarkable success in helping children thrive. It is must reading for every early childhood educator and for all who care about children's futures." -Ellen Galinsky, President, Families and Work Institute; Author, Mind in the Making "Over the past few decades, the findings from the Abecedarian Project have been so useful in educating legislators and the business community about the importance of high quality programs and supports for young children and their families. Now, educators and researchers get to hear the whole story surrounding the approach and research. If policymakers, including legislators and school board members, would read and act upon what they learn from this book, our youngest, most venerable children would all have a chance to be successful in life. A MUST READ for all of us!" -Kathy R. Thornburg, PhD, Director, Center for Family Policy & Research, University of Missouri