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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.
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.
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.
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.
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.
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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