G.A.M.E. Games Autonomy Motivation & Education

G.A.M.E. Games Autonomy Motivation & Education
Author: Menno Deen
Publisher: Lulu.com
Total Pages: 268
Release: 2015-05-21
Genre: Games & Activities
ISBN: 9038637764

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.

Game Thinking

Game Thinking
Author: Amy Jo Kim
Publisher: Gamethinking.IO
Total Pages: 214
Release: 2018-05-25
Genre: Games
ISBN: 9780999788547

During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.

Game-Based Assessment Revisited

Game-Based Assessment Revisited
Author: Dirk Ifenthaler
Publisher: Springer Nature
Total Pages: 361
Release: 2019-11-05
Genre: Education
ISBN: 3030155692

The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. 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. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.

Identity, Motivation and Autonomy in Language Learning

Identity, Motivation and Autonomy in Language Learning
Author: Garold Murray
Publisher: Multilingual Matters
Total Pages: 277
Release: 2011-04-14
Genre: Language Arts & Disciplines
ISBN: 1847694985

In this volume researchers from Asia, Europe, the Middle East and North and South America employ a variety of theoretical perspectives and methodological approaches in their exploration of the links between identity, motivation, and autonomy in language learning. On a conceptual level the authors explore issues related to agency, metacognition, imagination, beliefs, and self. The book also addresses practice in classroom, self-access, and distance education contexts, considering topics such as teachers’ views on motivation, plurilingual learning, sustaining motivation in distance education, pop culture and gaming, study abroad, and the role of agency and identity in the motivation of pre-service teachers. The book concludes with a discussion of how an approach which sees identity, motivation, and autonomy as interrelated constructs has the potential to inform theory, practice and future research directions in the field of language teaching and learning.

Gamer Psychology and Behavior

Gamer Psychology and Behavior
Author: Barbaros Bostan
Publisher: Springer
Total Pages: 161
Release: 2016-06-13
Genre: Computers
ISBN: 3319299042

This book provides an introduction and overview of the increasingly important topic of gamer psychology and behavior by presenting a range of theoretic perspectives and empirical evidence casting new light on understanding gamer behavior and designing interactive gaming experiences that maximize fun. This book aims to provide a snapshot on research approaches/advances in player psychology and behavior, discuss issues, solutions, challenges, and needs for player behavior research, and report gameplay experience and lessons as well as industry case studies from both social sciences and engineering perspectives. The nine chapters in this book, which are divided into three sections: Neuro-Psychology and Gaming; Player Behavior and Gameplay; Player Psychology and Motivations, do not represent all the topics in the psychology of gaming, however, they include a variety of topics in this field: the effects of violent video games on cognitive processes, the reward systems in the human brain and the concept of 'fun', goal-directed player behavior and game choices, psychological player profiling techniques, game design requirements and player psychology, motivational gamer profiles, and many more. This book is suitable for students and professionals with different disciplinary backgrounds such as computer science, design, software engineering, psychology, interactive media, and information systems. Students will be interested in the theory of gamer psychology and its impact on game design. Professionals will be interested in the fundamentals of gamer behavior and how interactive virtual environments can improve user experience.

Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Instructional Techniques to Facilitate Learning and Motivation of Serious Games
Author: Pieter Wouters
Publisher: Springer
Total Pages: 220
Release: 2016-10-31
Genre: Education
ISBN: 3319392980

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.

Serious Games and Edutainment Applications

Serious Games and Edutainment Applications
Author: Minhua Ma
Publisher: Springer
Total Pages: 694
Release: 2017-03-03
Genre: Computers
ISBN: 3319516450

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.

Simulation for Participatory Education

Simulation for Participatory Education
Author: M. Laura Angelini
Publisher: Springer Nature
Total Pages: 476
Release: 2023-09-30
Genre: Education
ISBN: 3031210115

This textbook explores the use of simulation within the context of education and internationalization. Simulation is broken down into its phases and these elements are discussed by experts, most of whom have long tradition in the application of simulation. Simulation is treated with references to the specific needs of practitioners, educators and researchers in initiating and developing simulation in different fields of study, with specific reference to teacher education. This volume focuses on presenting simulation as a means to facilitating students’ openness to complexity and development of intercultural skills through virtual exchange. Thus, it provides educators and researchers with a conceptual and practical resource that tackles the critical role of cognitive and metacognitive complexity in the education of future global professionals through intercultural pedagogy. By tracing the roots of simulation and outlining a framework to support professional learning through experiential-based research, this textbook will prove invaluable for teacher trainers, practitioners and researchers interested in simulation.

Playing Video Games

Playing Video Games
Author: Peter Vorderer
Publisher: Routledge
Total Pages: 605
Release: 2012-10-12
Genre: Games & Activities
ISBN: 1135257477

From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

Game On? Brain On!

Game On? Brain On!
Author: Lindsay Portnoy
Publisher: Dave Burgess Consulting
Total Pages: 174
Release: 2020-09-18
Genre:
ISBN: 9781951600426

Get in the game! The research is clear: human beings are born to play. In Game On? Brain On!, Lindsay Portnoy unpacks the games and playful experiences that invite engagement and deep learning. Using cognitive science to explore the ways in which play helps students acquire and maintain critical skills, Portnoy shows how inviting creativity and excitement into the classroom results in big gains for everyone. She also shares how, by being intentional, educators can create equitable access to playful learning experiences for all children. Through relatable vignettes, ready-to-use examples, and informative "Level Up" toolboxes, Portnoy empowers educators to teach a better way--through play! "Whether you're a n00b or a pro, you'll gain a deeper appreciation for what happens in the mind when engaged in play." --Amber Coleman-Mortley, director of social engagement, iCivics "Lindsay Portnoy brilliantly shows us why and how to bring play's power into classrooms through games." --Peter Gray, research professor of psychology at Boston College "Lindsay Portnoy does a wonderful job emphasizing the importance of play in learning and how we need to ensure that we are addressing equity in terms of play." --Steve Isaacs, teacher, game design and development, Bernards Township Public Schools "Game On? Brain On! is guaranteed to make you feel good while learning about play--just like a great, fun game!"--Dr. Kat (Karen) Schrier, author of Knowledge Games