Smart Pedagogy Of Game Based Learning
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Author | : Linda Daniela |
Publisher | : Springer Nature |
Total Pages | : 239 |
Release | : 2021-09-11 |
Genre | : Education |
ISBN | : 3030769860 |
This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning
Author | : Linda Daniela |
Publisher | : Springer |
Total Pages | : 496 |
Release | : 2018-11-27 |
Genre | : Education |
ISBN | : 3030015513 |
The focus on smart education has become a new trend in the global educational field. Some countries have already developed smart education systems and there is increasing pressure coming from business and tech communities to continue this development. Simultaneously, there are only fragmented studies on the didactic aspects of technology usage. Thus, pedagogy as a science must engage in a new research direction—smart pedagogy. This book seeks to engage in a new research direction, that of smart pedagogy. It launches discussions on how to use all sorts of smart education solutions in the context of existing learning theories and on how to apply innovative solutions in order to reduce the marginalization of groups in educational contexts. It also explores transformations of pedagogical science, the role of the educator, applicable teaching methods, learning outcomes, and research and assessment of acquired knowledge in an effort to make the smart education process meaningful to a wide audience of international educators, researchers, and administrators working within and tangential to TEL.
Author | : Maiga Chang |
Publisher | : Springer |
Total Pages | : 224 |
Release | : 2014-09-05 |
Genre | : Education |
ISBN | : 366244447X |
This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.
Author | : Patrick Felicia |
Publisher | : Cambridge Scholars Publishing |
Total Pages | : 280 |
Release | : 2014-06-26 |
Genre | : Juvenile Nonfiction |
ISBN | : 1443862436 |
This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.
Author | : Sangkyun Kim |
Publisher | : Springer |
Total Pages | : 164 |
Release | : 2017-09-19 |
Genre | : Education |
ISBN | : 3319472836 |
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Author | : Katrin Becker |
Publisher | : Springer |
Total Pages | : 429 |
Release | : 2016-09-29 |
Genre | : Education |
ISBN | : 3319122231 |
This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. 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 book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.
Author | : Vladimir L. Uskov |
Publisher | : Springer Nature |
Total Pages | : 543 |
Release | : 2022-05-28 |
Genre | : Technology & Engineering |
ISBN | : 9811931127 |
This book serves as a reference for researchers and practitioners in academia and industry. Smart education, smart e-learning and smart pedagogy are emerging and rapidly growing areas that have a potential to transform existing teaching strategies, learning environments and educational activities and technology. They are focused at enabling instructors to develop innovative ways of achieving excellence in teaching in highly technological smart university and providing students with new opportunities to maximize their success using smart classrooms, smart systems and technology. This book contains the contributions presented at the 9th international KES conference on Smart Education and e-Learning (SEEL-2022) with the Smart Pedagogy as the main conference theme. It comprises of forty nine high-quality peer-reviewed papers that are grouped into several interconnected parts: Part 1—Smart Pedagogy, Part 2—Smart Education, Part 3—Smart e-Learning, Part 4—Smart University, Part 5—Smart Education: Systems and Technology, Part 6—Digital Humanities and Social Sciences for Smart University Development: the Innovative Methods, Models and Technologies, Part 7—Digital Transformation of Education and Economics in Smart University and Part 8—Smart Education for Children with Special Educational Needs. We believe this book will serve as a useful source of research data and valuable information for faculty, scholars, Ph.D. students, administrators and practitioners—those who are interested in smart education, smart e-learning and smart pedagogy.
Author | : Marc Prensky |
Publisher | : Paragon House |
Total Pages | : 464 |
Release | : 2007-03-01 |
Genre | : Education |
ISBN | : 9781557788634 |
Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.
Author | : James Paul Gee |
Publisher | : New Literacies and Digital Epistemologies |
Total Pages | : 0 |
Release | : 2013 |
Genre | : Apprentissage cognitif |
ISBN | : 9781433123931 |
The chapters in this book argue that good games teach through well-designed problem-solving experiences. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.
Author | : James Paul Gee |
Publisher | : Macmillan |
Total Pages | : 233 |
Release | : 2014-12-02 |
Genre | : Education |
ISBN | : 1466886420 |
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.