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Book Serious Games in Personalized Learning

Download or read book Serious Games in Personalized Learning written by Scott M. Martin and published by Taylor & Francis. This book was released on 2021-07-12 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare data for measuring, assessing, and evaluating not just a game’s effectiveness but the acquisition of information and knowledge that a student may gain through playing a learning game. This book synthesizes contemporary research, frameworks, and models centered on the design and delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human performance, and more will find a comprehensive guide to the history, practical implications, and data-collection potential inherent to these fast-evolving tools.

Book Serious Games in Personalized Learning

Download or read book Serious Games in Personalized Learning written by Scott M. Martin and published by Routledge. This book was released on 2021-07-13 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare data for measuring, assessing, and evaluating not just a game’s effectiveness but the acquisition of information and knowledge that a student may gain through playing a learning game. This book synthesizes contemporary research, frameworks, and models centered on the design and delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human performance, and more will find a comprehensive guide to the history, practical implications, and data-collection potential inherent to these fast-evolving tools.

Book Serious Games

    Book Details:
  • Author : Clark C. Abt
  • Publisher : University Press of America
  • Release : 1987
  • ISBN : 9780819161482
  • Pages : 200 pages

Download or read book Serious Games written by Clark C. Abt and published by University Press of America. This book was released on 1987 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: The author explores the ways in which games can be used to instruct and inform as well as provide pleasure. He uses innovative approaches to problem solving through individualized game techniques.

Book Entertainment Computing and Serious Games

Download or read book Entertainment Computing and Serious Games written by Ralf Dörner and published by Springer. This book was released on 2016-10-05 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.

Book Serious Games

    Book Details:
  • Author : Ute Ritterfeld
  • Publisher : Routledge
  • Release : 2009-09-10
  • ISBN : 1135848904
  • Pages : 643 pages

Download or read book Serious Games written by Ute Ritterfeld and published by Routledge. This book was released on 2009-09-10 with total page 643 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.

Book Serious Games

    Book Details:
  • Author : Ralf Dörner
  • Publisher : Springer
  • Release : 2016-08-25
  • ISBN : 3319406124
  • Pages : 429 pages

Download or read book Serious Games written by Ralf Dörner and published by Springer. This book was released on 2016-08-25 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Book Serious Games and Edutainment Applications

Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2017-03-03 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Book Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Download or read book Instructional Techniques to Facilitate Learning and Motivation of Serious Games written by Pieter Wouters and published by Springer. This book was released on 2016-10-31 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.

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 Research on E Learning and ICT in Education

Download or read book Research on E Learning and ICT in Education written by Thrasyvoulos Tsiatsos and published by Springer Nature. This book was released on 2021-03-09 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume includes contributions based on selected full papers presented at the 11th Pan-Hellenic and International Conference “ICT in Education”, held in Greece in 2018. The volume includes papers covering technical, pedagogical, organizational, instructional, as well as policy aspects of ICT in Education and e-Learning. Special emphasis is given to applied research relevant to the educational practice guided by the educational realities in schools, colleges, universities and informal learning organizations. This volume encompasses current trends, perspectives, and approaches determining e-Learning and ICT integration in practice, including learning and teaching, curriculum and instructional design, learning media and environments, teacher education and professional development. It is based on research work originally presented at the conference, but the call for chapters was open and disseminated to the international community attracting also international contributions.

Book Serious Games Analytics

    Book Details:
  • Author : Christian Sebastian Loh
  • Publisher : Springer
  • Release : 2015-06-13
  • ISBN : 3319058347
  • Pages : 497 pages

Download or read book Serious Games Analytics written by Christian Sebastian Loh and published by Springer. This book was released on 2015-06-13 with total page 497 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.

Book Personalized Learning

    Book Details:
  • Author : Peggy Grant
  • Publisher : International Society for Technology in Education
  • Release : 2014-06-21
  • ISBN : 1564845443
  • Pages : 200 pages

Download or read book Personalized Learning written by Peggy Grant and published by International Society for Technology in Education. This book was released on 2014-06-21 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: Personalized Learning: A Guide for Engaging Students with Technology is designed to help educators make sense of the shifting landscape in modern education. While changes may pose significant challenges, they also offer countless opportunities to engage students in meaningful ways to improve their learning outcomes. Personalized learning is the key to engaging students, as teachers are leading the way toward making learning as relevant, rigorous, and meaningful inside school as outside and what kids do outside school: connecting and sharing online, and engaging in virtual communities of their own Renowned author of the Heck: Where the Bad Kids Go series, Dale Basye, and award winning educator Peggy Grant, provide a go-to tool available to every teacher today—technology as a way to ‘personalize’ the education experience for every student, enabling students to learn at their various paces and in the way most appropriate to their learning styles.

Book PHealth 2012

    Book Details:
  • Author : Bernd Blobel
  • Publisher : IOS Press
  • Release : 2012
  • ISBN : 1614990689
  • Pages : 320 pages

Download or read book PHealth 2012 written by Bernd Blobel and published by IOS Press. This book was released on 2012 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Microsystems, smart textiles, telemedicine, smart implants and sensor-controlled medical devices have become important enablers for monitoring and treatment in both inpatient and outpatient care. Indeed, micro and nano technologies have tremendous potential for increasing access to care whilst managing healthcare costs. They are set to be at the heart of evolutionary and revolutionary changes in healthcare, and are crucial, not only for the future of medicine, but also for the improvement of healthcare and welfare processes today and tomorrow. This book presents the proceedings of the 2012 pHealth conference, held in Porto, Portugal, in June 2012. The pHealth conference has emerged as the leading international meeting on wearable micro and nano technologies for personalized medicine, attracting scientists from various disciplines, clinicians, as well as policy makers from the healthcare industry, hospital administration and allied professionals. The book includes keynotes, invited speeches and selected submitted contributions.The areas covered include: the pHealth approach, new approaches to diagnosis and therapy, monitoring special diseases, system architecture, design and implementation, wearable sensor systems, smartphone applications and ambient assisted living. Over the years, pHealth has given visibility to the tremendous potential of micro and nano technologies, not only for the future of medicine, but also for the improvement of healthcare processes today. This book will be of interest to all those involved with the provision of health and welfare services, and also to companies engaged in the development of micro and nano technologies.

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 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 Designing Personalized Learning Experiences

Download or read book Designing Personalized Learning Experiences written by Helen Fake and published by Taylor & Francis. This book was released on 2023-07-18 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designing Personalized Learning Experiences offers theoretically grounded and pragmatic approaches to designing personalized learning initiatives for higher education and organizational contexts. With current research concluding that a multitude of variables can enable learners to direct their own experiences and achieve their goals, new guidance is needed to hone the range of instructional approaches, activities, and interactions available to support adult learners. This book offers practical strategies on how to design and implement effective personalized learning interventions, advance learning and engagement, encourage ownership over the learning process, and decrease attrition. Professionals in instructional design, learning and development, organizational development, consultancies, and beyond will be emboldened by the work to leverage a mix of technology-enabled social and content interactions.

Book Interdisciplinary Design of Game based Learning Platforms

Download or read book Interdisciplinary Design of Game based Learning Platforms written by Fengfeng Ke and published by Springer. This book was released on 2018-12-07 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.