Learning And Education Games Volume Two Bringing Games Into Educational Contexts
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Author | : Karen Schrier Shaenfeld |
Publisher | : Lulu.com |
Total Pages | : 281 |
Release | : 2016 |
Genre | : Education |
ISBN | : 1329703561 |
The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."
Author | : Karen Schrier |
Publisher | : Lulu.com |
Total Pages | : 584 |
Release | : 2019-11-14 |
Genre | : Education |
ISBN | : 0359984010 |
Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.
Author | : Management Association, Information Resources |
Publisher | : IGI Global |
Total Pages | : 1971 |
Release | : 2021-11-26 |
Genre | : Education |
ISBN | : 1668437112 |
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Author | : Lars Elbæk |
Publisher | : Academic Conferences and publishing limited |
Total Pages | : 1077 |
Release | : 2019-10-03 |
Genre | : Education |
ISBN | : 1912764377 |
Author | : Management Association, Information Resources |
Publisher | : IGI Global |
Total Pages | : 2034 |
Release | : 2022-10-07 |
Genre | : Computers |
ISBN | : 1668475901 |
Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.
Author | : Mark J.P. Wolf |
Publisher | : Taylor & Francis |
Total Pages | : 832 |
Release | : 2023-06-19 |
Genre | : Games & Activities |
ISBN | : 1000886026 |
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
Author | : Khan, Shahnawaz |
Publisher | : IGI Global |
Total Pages | : 303 |
Release | : 2023-05-02 |
Genre | : Games & Activities |
ISBN | : 1668463229 |
As our dependence on technology increases, technology has imbibed itself even in our everyday routines, from checking our heart rate to keeping tabs on our diets. We are dependent on this technology, but when it comes to gaming, it is always considered to be something that one must avoid so that one can utilize that time for something productive. However, when one adds gamification logic to the health sector, it adds value by helping improve the health of the user. Exergaming Intervention for Children, Adolescents, and Elderly People tackles social problems via technology intervention using gamification as a medium. This book includes various theoretical and experimental breakthroughs on new methodologies and technologies. Covering topics such as digital aids, learning tools, and serious games, this premier reference source is an excellent resource for game developers, medical professionals, hospital administrators, administrators and educators of both K-12 and higher education, pre-service teachers, students of higher education, teacher educators, librarians, researchers, and academicians.
Author | : Durnali, Mehmet |
Publisher | : IGI Global |
Total Pages | : 371 |
Release | : 2019-12-06 |
Genre | : Education |
ISBN | : 1799814106 |
Within educational organizations, administration and leadership are relied upon for the allocation of resources as well as the optimization of processes that can include data storage, knowledge management, and decision making. To support these expectations, technologies, knowledge, and smart systems must be put into place that allow administrators and leaders to accomplish these tasks as efficiently as possible. Utilizing Technology, Knowledge, and Smart Systems in Educational Administration and Leadership is an academic research book that examines knowledge regarding the scholarly exploration of the technologies, information/knowledge, and smart systems in educational administration and leadership. It provides a holistic, systematic, and comprehensive paradigm. Featuring a wide range of topics such as technology leadership in schools, technology integration in educational administration, and professional development, this book is ideal for school administrators, educational leaders, principals, IT consultants, educational software developers, academicians, researchers, professionals, educational policymakers, educators, and students.
Author | : Khalid Saeed |
Publisher | : Springer Nature |
Total Pages | : 521 |
Release | : 2023-09-14 |
Genre | : Computers |
ISBN | : 3031428234 |
This book constitutes the proceedings of the 22nd International Conference on Computer Information Systems and Industrial Management, CISIM 2023, held in Tokio, Japan, during September 22-24, 2023. The 36 papers presented in this book were carefully reviewed and selected from 77 submissions. They were organized in topical sections as follows: biometrics and pattern recognition applications; computer information systems and security; industrial management and other applications; machine learning and artificial neural networks; modelling and optimization; wellbeing and affective engineering; and machine learning using biometric data and kansei data.
Author | : Richard E. Ferdig |
Publisher | : Lulu.com |
Total Pages | : 124 |
Release | : 2018-04-26 |
Genre | : Education |
ISBN | : 1387741918 |
This book provides ten important lessons for educators, developers, and digital scientists who are interested in the relationship between society, culture, and technology. The text provides an discussion of current and past research with the goal of introducing direct implications for practice.