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Book Handbook of Research on Improving Learning and Motivation through Educational Games  Multidisciplinary Approaches

Download or read book Handbook of Research on Improving Learning and Motivation through Educational Games Multidisciplinary Approaches written by Felicia, Patrick and published by IGI Global. This book was released on 2011-04-30 with total page 1462 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

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 Handbook of Research on Instructional Systems and Educational Technology

Download or read book Handbook of Research on Instructional Systems and Educational Technology written by Kidd, Terry and published by IGI Global. This book was released on 2017-04-20 with total page 524 pages. Available in PDF, EPUB and Kindle. Book excerpt: Incorporating new methods and approaches in learning environments is imperative to the development of education systems. By enhancing learning processes, education becomes more attainable at all levels. The Handbook of Research on Instructional Systems and Educational Technology is an essential reference source for the latest scholarly research on new models, trends, and data for solving instructional and learning challenges in education. Featuring extensive coverage on a wide range of topics such as distance education, online learning, and blended learning, this publication is ideally designed for academicians, practitioners, researchers, and students seeking current research on the latest improvements in instructional systems.

Book Handbook of Game Based Learning

Download or read book Handbook of Game Based Learning written by Jan L. Plass and published by MIT Press. This book was released on 2020-02-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Book Handbook of Research on Program Development and Assessment Methodologies in K 20 Education

Download or read book Handbook of Research on Program Development and Assessment Methodologies in K 20 Education written by Wang, Victor C.X. and published by IGI Global. This book was released on 2017-11-30 with total page 664 pages. Available in PDF, EPUB and Kindle. Book excerpt: As the educational system continues to evolve, it is essential that educators of today devise innovative and strategic approaches to program development and assessment. The Handbook of Research on Program Development and Assessment Methodologies in K-20 Education is an essential reference source for the latest terminology and concepts related to program development. Featuring extensive coverage on a broad range of topics such as cognitive diagnostic assessments, self-directed learning, and digital education, this publication is ideally designed for educators, students, program designers, and librarians seeking current research on inventive strategies and practices to enhance education in the 21st century.

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 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 Dictionary of Information Science and Technology

Download or read book Dictionary of Information Science and Technology written by Mehdi Khosrowpour and published by IGI Global. This book was released on 2012-12-31 with total page 1353 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The 2nd edition of the Dictionary of Information Science and Technology is an updated compilation of the latest terms and definitions, along with reference citations, as they pertain to all aspects of the information and technology field"--Provided by publisher.

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 Educational Technology Use and Design for Improved Learning Opportunities

Download or read book Educational Technology Use and Design for Improved Learning Opportunities written by Khosrow-Pour, Mehdi and published by IGI Global. This book was released on 2014-05-31 with total page 391 pages. Available in PDF, EPUB and Kindle. Book excerpt: The rise of technology within educational settings has allowed for a substantial shift in the way in which educators teach learners of all ages. In order to implement these new learning tools, school administrators and teachers alike must seek new research outlining the latest innovations in the field. Educational Technology Use and Design for Improved Learning Opportunities presents broad coverage of topics pertaining to the development and use of technology both in and out of the classroom. Including research on technology integration in K-12, higher education, and adult learning, this publication is ideal for use by school administrators, academicians, and upper-level students seeking the most up-to-date tools and methodologies surrounding educational technology.

Book G A M E  Games Autonomy Motivation   Education

Download or read book G A M E Games Autonomy Motivation Education written by Menno Deen and published by Lulu.com. This book was released on 2015-05-21 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: This thesis reviews and utilizes concepts from cognitive psychology, developmental psychology and game design to bring forth a number of design principles for educational games that may improve students' motivation to learn. Its main contribution is a novel approach to serious game design, namely envisioning play and learning as a restructuring practice. This change of perspective, from a formal game design approach (focused on rules and regulations) towards a more activity-centered approach (focused on process and style), may help designers to leverage the motivational potential of games, in order to make education more engaging to students.

Book ECGBL2015 9th European Conference on Games Based Learning

Download or read book ECGBL2015 9th European Conference on Games Based Learning written by Robin Munkvold and Line Kolås and published by Academic Conferences and publishing limited. This book was released on 2015-09-18 with total page 825 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA

Book Gamification Based E Learning Strategies for Computer Programming Education

Download or read book Gamification Based E Learning Strategies for Computer Programming Education written by Alexandre Peixoto de Queirós, Ricardo and published by IGI Global. This book was released on 2016-08-23 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

Book Personalization and Collaboration in Adaptive E Learning

Download or read book Personalization and Collaboration in Adaptive E Learning written by Tadlaoui, Mouenis Anouar and published by IGI Global. This book was released on 2019-12-13 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: As part of e-learning, adaptive systems are more specialized and focus on the adaptation of learning content and presentation of this content. An adaptive system focuses on how knowledge is learned and pays attention to the activities, cognitive structures, and context of the learning material. The adaptive term refers to the automatic adaptation of the system to the learner. The needs of the learner are borne by the system itself. The learner did not ask to change the parameters of the system to his own needs; it is rather the needs of the learner that will be supposed by the system. The system adapts according to this necessity. Personalization and Collaboration in Adaptive E-Learning is an essential reference book that aims to describe the specific steps in designing a scenario for a collaborative learning activity in the particular context of personalization in adaptive systems and the key decisions that need to be made by the teacher-learner. By applying theoretical and practical aspects of personalization in adaptive systems and applications within education, this collection features coverage on a broad range of topics that include adaptive teaching, personalized learning, and instructional design. This book is ideally designed for instructional designers, curriculum developers, educational software developers, IT specialists, educational administrators, professionals, professors, researchers, and students seeking current research on comparative studies and the pedagogical issues of personalized and collaborative learning.

Book Game based Learning Across the Disciplines

Download or read book Game based Learning Across the Disciplines written by Carmela Aprea and published by Springer Nature. This book was released on 2021-08-02 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.

Book ECGBL 2021 15th European Conference on Game Based Learning

Download or read book ECGBL 2021 15th European Conference on Game Based Learning written by Panagiotis Fotaris and published by Academic Conferences Limited. This book was released on 2021-09-23 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: