The World of Games: Technologies for Experimenting, Thinking, Learning

The World of Games: Technologies for Experimenting, Thinking, Learning
Author: Daria Bylieva
Publisher: Springer Nature
Total Pages: 420
Release: 2023-12-19
Genre: Computers
ISBN: 3031480163

This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
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.

Games, Learning, and Society

Games, Learning, and Society
Author: Constance Steinkuehler
Publisher: Cambridge University Press
Total Pages: 489
Release: 2012-06-11
Genre: Psychology
ISBN: 1139510215

This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.

Accelerated Expertise

Accelerated Expertise
Author: Robert R. Hoffman
Publisher: Psychology Press
Total Pages: 385
Release: 2013-08-15
Genre: Business & Economics
ISBN: 1135083304

Speed in acquiring the knowledge and skills to perform tasks is crucial. Yet, it still ordinarily takes many years to achieve high proficiency in countless jobs and professions, in government, business, industry, and throughout the private sector. There would be great advantages if regimens of training could be established that could accelerate the achievement of high levels of proficiency. This book discusses the construct of ‘accelerated learning.’ It includes a review of the research literature on learning acquisition and retention, focus on establishing what works, and why. This includes several demonstrations of accelerated learning, with specific ideas, plans and roadmaps for doing so. The impetus for the book was a tasking from the Defense Science and Technology Advisory Group, which is the top level Science and Technology policy-making panel in the Department of Defense. However, the book uses both military and non-military exemplar case studies. It is likely that methods for acceleration will leverage technologies and capabilities including virtual training, cross-training, training across strategic and tactical levels, and training for resilience and adaptivity. This volume provides a wealth of information and guidance for those interested in the concept or phenomenon of "accelerating learning"— in education, training, psychology, academia in general, government, military, or industry.

The Oxford Handbook of the Development of Play

The Oxford Handbook of the Development of Play
Author: Anthony D. Pellegrini
Publisher:
Total Pages: 393
Release: 2011
Genre: Psychology
ISBN: 0195393007

The role of play in human development has long been the subject of controversy. Despite being championed by many of the foremost scholars of the twentieth century, play has been dogged by underrepresentation and marginalization in literature across the scientific disciplines. The Oxford Handbook of the Development of Play marks the first attempt to examine the development of children's play through a rigorous and multidisciplinary approach. Comprising chapters from the foremost scholars in psychology, anthropology, and evolutionary biology, this handbook resets the landscape of developmental science and makes a compelling case for the benefits of play. Edited by respected play researcher Anthony D. Pellegrini, The Oxford Handbook of the Development of Play is both a scientific accomplishment and a shot across the bow for parents, educators, and policymakers regarding the importance of children's play in both development and learning.

Embracing Cutting-Edge Technology in Modern Educational Settings

Embracing Cutting-Edge Technology in Modern Educational Settings
Author: Chee, Ken Nee
Publisher: IGI Global
Total Pages: 351
Release: 2023-12-29
Genre: Education
ISBN:

As classrooms transform into dynamic digital arenas, educators are presented with an unprecedented canvas to reimagine teaching methodologies, forging pathways toward enriched engagement, personalized instruction, and unparalleled efficacy. Embracing Cutting-Edge Technology in Modern Educational Settings delves into the fusion of pedagogy and innovation, unraveling the myriad ways through which contemporary technology can revolutionize learning experiences. The book embarks on a comprehensive journey to unearth the profound impact of emerging technologies within the educational landscape of the digital age. This publication is a mosaic of scholarly voices and innovative minds collaborating to illuminate how cutting-edge technology can be seamlessly integrated into modern learning environments. By traversing a spectrum of topics, the book casts light on the paradigm shifts from personalized learning orchestrated by Artificial Intelligence (AI), to the immersive experience offered by virtual and augmented reality, to the engagement entwined within gamified learning. The book acknowledges possibilities for uses of new technology in education will extend far beyond our current capabilities, which raises questions beyond how it can be useful. Ethical nuances are probed, data privacy's mantle must be vigilantly upheld, and the uncharted territories of blockchain, robotics, and quantum computing within education are explored and discussed within this text. The coverage of each topic eludes to the massive potential for transformation. Learning analytics, the educational Internet of Things (IoT), mobile learning, and the ascent of AI-powered tutors all find their place within this technologically enhanced academic sphere. This book is ideal for various stakeholders who share an affinity for the confluence of education and technology, including educators, researchers, technology developers, policymakers, administrators, and graduate students.

Utilizing ICT for Didactics of Social and Experimental Sciences

Utilizing ICT for Didactics of Social and Experimental Sciences
Author: Delgado-Algarra, Emilio José
Publisher: IGI Global
Total Pages: 326
Release: 2024-10-17
Genre: Computers
ISBN:

Technological advances allow for improved immersion experiences using information and communication technologies (ITCs) and their respective didactic possibilities. On the other hand, with the expansion of internet, mobile applications, and video games, they have become common use in student educational environments. By integrating digital tools and resources into the curriculum, teachers can create interactive and immersive learning experiences that cater to diverse learning styles and foster critical thinking skills. Harnessing new technology may allow educators to enrich their classrooms while preparing students to navigate the digital world, bridging the gap between theoretical knowledge and practical application in social and experimental sciences. Utilizing ICT for Didactics of Social and Experimental Sciences explores the benefits of using information and communication technology in social and experimental sciences. It includes strategies and resources such as virtual reality, augmented reality, videogames, and virtual classrooms that can transform social sciences, teaching and learning, and society. This book covers topics such as digital technology, virtual reality, and gamification, and is a useful resource for computer engineers, scientists, sociologists, education professionals, academicians, and researchers.

How People Learn

How People Learn
Author: National Research Council
Publisher: National Academies Press
Total Pages: 386
Release: 2000-08-11
Genre: Education
ISBN: 0309131979

First released in the Spring of 1999, How People Learn has been expanded to show how the theories and insights from the original book can translate into actions and practice, now making a real connection between classroom activities and learning behavior. This edition includes far-reaching suggestions for research that could increase the impact that classroom teaching has on actual learning. Like the original edition, this book offers exciting new research about the mind and the brain that provides answers to a number of compelling questions. When do infants begin to learn? How do experts learn and how is this different from non-experts? What can teachers and schools do-with curricula, classroom settings, and teaching methodsâ€"to help children learn most effectively? New evidence from many branches of science has significantly added to our understanding of what it means to know, from the neural processes that occur during learning to the influence of culture on what people see and absorb. How People Learn examines these findings and their implications for what we teach, how we teach it, and how we assess what our children learn. The book uses exemplary teaching to illustrate how approaches based on what we now know result in in-depth learning. This new knowledge calls into question concepts and practices firmly entrenched in our current education system. Topics include: How learning actually changes the physical structure of the brain. How existing knowledge affects what people notice and how they learn. What the thought processes of experts tell us about how to teach. The amazing learning potential of infants. The relationship of classroom learning and everyday settings of community and workplace. Learning needs and opportunities for teachers. A realistic look at the role of technology in education.