Educational Gameplay And Simulation Environments
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Author | : Kaufman, David |
Publisher | : IGI Global |
Total Pages | : 528 |
Release | : 2010-01-31 |
Genre | : Computers |
ISBN | : 1615207325 |
"This book covers theoretical, social, and practical issues related to educational games and simulations, contributing to a more effective design and implementation of these activities in learning environments"--Provided by publisher.
Author | : |
Publisher | : |
Total Pages | : 425 |
Release | : 2010 |
Genre | : Educational games |
ISBN | : |
This book presents a collection of cases demonstrating how to conceptualize, design, and implement games and simulations effectively for learning. This publication will aid educators, researchers, and game developers in broadening their work to effectively create and implement engaging learning environments for present and future students--Provided by publisher.
Author | : Management Association, Information Resources |
Publisher | : IGI Global |
Total Pages | : 2164 |
Release | : 2010-11-30 |
Genre | : Games & Activities |
ISBN | : 1609601963 |
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Author | : John L. Taylor |
Publisher | : |
Total Pages | : 118 |
Release | : 1983 |
Genre | : Educational games |
ISBN | : |
Author | : Ferdig, Richard E. |
Publisher | : IGI Global |
Total Pages | : 389 |
Release | : 2012-01-31 |
Genre | : Computers |
ISBN | : 1466600306 |
Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.
Author | : Clark Aldrich |
Publisher | : John Wiley & Sons |
Total Pages | : 578 |
Release | : 2009-09-17 |
Genre | : Business & Economics |
ISBN | : 0470506741 |
"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.
Author | : L.A. Annetta |
Publisher | : Springer Science & Business Media |
Total Pages | : 281 |
Release | : 2011-07-22 |
Genre | : Education |
ISBN | : 9460913296 |
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Author | : Eric B. Bauman |
Publisher | : Springer Publishing Company |
Total Pages | : 275 |
Release | : 2012-07-27 |
Genre | : Medical |
ISBN | : 0826109691 |
Author | : Gibson, David |
Publisher | : IGI Global |
Total Pages | : 420 |
Release | : 2006-09-30 |
Genre | : Education |
ISBN | : 1599043068 |
"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.
Author | : Gibson, David |
Publisher | : IGI Global |
Total Pages | : 540 |
Release | : 2009-04-30 |
Genre | : Business & Economics |
ISBN | : 1605663239 |
Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.