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This book includes more than twenty computer games and simulations for use in teacher training.
Chapter 1. Game-based learning and assessment of creative challenges through artefact development.- Chapter 2. The Role of Instructional Activities For Collaboration in Simulation-Based Games.- Chapter 3. Repurposing Tech Tools for Game-based Learning.- Chapter 4. Designing and Playing Games in Scratch: Smart pedagogy of a game-based challenge for Probabilistic Reasoning.- Chapter 5. Using Game-Based Learning to Prompt Reflective and Holistic Thinking in Project Management.- Chapter 6. Game-based learning for Teaching Multiplication and Division to Kindergarten Students.- Chapter 7. Gamify Gamifying: Learning with Breakouts.- Chapter 8. Designing an online escape room as an educational tool.- Chapter 9. Factors Affecting Game-Based Learning Experience: The Case of Serious Games.- Chapter 10. Implementing quiz apps as game-based learning tools in higher education for the enhancement of learning motivation.- Chapter 11. Reflections on the application of a gamified environment to foster young learners'' digital competencies.- Chapter 12. Game design for adult learning: blending smart pedagogy and an andragogic view.- Chapter 13. Serious Film Games (S.FI.GA.): Integrating game elements with filmmaking principles into playful script writing.
This book includes more than twenty computer games and simulations for use in teacher training.
The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts.
Investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research articles aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning.
The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies.
The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation.
Highlights program developments in the realm of digital worlds in educational settings. Featuring pedagogical methods and topics relating to cooperative learning, hands-on curriculum, and meta-cognitive dimensions, this publication is a critical reference source for pre-service and in-service teachers, school administrators, higher education faculty, and researchers.
Evaluates the different approaches and issues faced in integrating games into computer education settings. This book features 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.
Provides 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 reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.
Presents the latest research on the application of virtual reality in educational environments and how the immersion into three-dimensional settings enhances student motivation and interaction. Exploring innovative techniques and emerging trends in virtual learning and hypermedia, this book is designed for researchers, developers, upper-level students, and educators.
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.
Covers topics such construction of mathematical concepts; design of simulation games; epistemological framework; future developments in simulation; gaming for mathematical education; isometries; mathematical learning; mathematization in the virtual age; simulation for mathematical education; and teaching strategies with simulation.
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.
This book describes research outcomes on domain-specific serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and the influence of learners' domain-specific and game competencies.
This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences.
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.
The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies.
This book describes research outcomes on domain-specific serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and the influence of learners' domain-specific and game competencies.
The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation.
This book is a guide to designing curricular games to suit the needs of students. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply "Alex Trebek (host of Jeopardy) wearing a mask".
The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings.
Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience.
The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts.
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