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Cases on Digital Game-Based Learning - Methods, Models, and Strategies (Hardcover, New): Youngkyun Baek, Nicola Whitton Cases on Digital Game-Based Learning - Methods, Models, and Strategies (Hardcover, New)
Youngkyun Baek, Nicola Whitton
R4,497 Discovery Miles 44 970 Ships in 18 - 22 working days

In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyses the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

Digital Simulations for Improving Education - Learning Through Artificial Teaching Environments (Hardcover, New): David Gibson,... Digital Simulations for Improving Education - Learning Through Artificial Teaching Environments (Hardcover, New)
David Gibson, Youngkyun Baek
R5,018 Discovery Miles 50 180 Ships in 18 - 22 working days

Artificial instructional methods no provide the learning community with exercise specific teaching skills and learning situations that strengthen educator instincts and intuition about best practices. ""Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments"" contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education. An essential resource for teachers, educational technologists, and simulation developers, this book helps solve problems in teaching and learning through introduction of the potential and benefits of practice with digital simulations.

Trends and Applications of Serious Gaming and Social Media (Hardcover, 2014 ed.): Youngkyun Baek, Ryan Ko, Tim Marsh Trends and Applications of Serious Gaming and Social Media (Hardcover, 2014 ed.)
Youngkyun Baek, Ryan Ko, Tim Marsh
R3,820 R3,290 Discovery Miles 32 900 Save R530 (14%) Ships in 10 - 15 working days

This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

Trends and Applications of Serious Gaming and Social Media (Paperback, Softcover reprint of the original 1st ed. 2014):... Trends and Applications of Serious Gaming and Social Media (Paperback, Softcover reprint of the original 1st ed. 2014)
Youngkyun Baek, Ryan Ko, Tim Marsh
R3,123 Discovery Miles 31 230 Ships in 18 - 22 working days

This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

Game-Based Learning - Theory, Strategies & Performance Outcomes (Hardcover): Youngkyun Baek Game-Based Learning - Theory, Strategies & Performance Outcomes (Hardcover)
Youngkyun Baek
R7,367 R6,628 Discovery Miles 66 280 Save R739 (10%) Out of stock

At a time when digital games are becoming much more commonly used in classrooms, this book provides a much-needed guide to different forms and applications of digital game-based learning. The book brings together researchers and practitioners from around the world who share their theories, strategies, findings of case studies, and practical approaches to support better performance and learning outcomes when learning with digital games. This book is intended to provide readers with three main parts of information. One is a clear and practical understanding of theory and research-based principles of game-based learning. This first section of the book includes fresh perspectives and an overview of existing and emerging theories in game-based learning, which are also presented in the form of case study findings and implications. The second section of this book gives readers the how to information needed to turn the understanding of intellectual grounding into effective practices of digital games for classroom use. The third part of this book also includes some practical approaches for evaluating different aspects of learning within the game-based learning context. This information about practical approaches is presented through chapters on achievements and performance outcomes. Game-Based Learning: Theory, Strategies, and Performance Outcomes synthesizes arguments, practices, and research findings on the effectiveness of different designs and approaches within game-based learning practices. But, a major message of this book is that the joint influence of implementation, context, and learner characteristics interacting with digital games is what determines learning and achievement outcomes. This book is intended for researchers, practitioners, designers, policy makers, and current and future teachers. The teacher/-educator will benefit from topics such as practical strategies to improve student performance, while researchers can use the findings from the case studies presented in this book as a foundation for future explorations and research studies.

Psychology of Gaming (Hardcover): Youngkyun Baek Psychology of Gaming (Hardcover)
Youngkyun Baek
R3,982 Discovery Miles 39 820 Ships in 10 - 15 working days

The idea that such pervasive and ever-growing immersion in digital gaming affects gamers' real life seems obvious and is the focus of this volume. A wide range of topics was collected under the "Psychology of Gaming" header. The eight chapters in this edited book do not represent all the topics in the psychology of gaming, however, this book includes a variety of topics in this field: game theory, emotional engagement, fantasy world, game designs and development, and gambling with on-line games. This book discusses the psychological impact of games shaping gamer's self-perception and self-concept, socio-psychological implications of gaming, design criteria in games, educational uses, the role of fantasy in game play, psychological treatment of gambling-related behaviours, psychological factors of collaborative learning, and gaming as a means of gaining empathy and understanding for another culture.

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