A Guide To Designing Curricular Games

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A Guide to Designing Curricular Games

Author : Janna Jackson Kellinger
Publisher : Springer
Page : 349 pages
File Size : 54,7 Mb
Release : 2016-10-19
Category : Education
ISBN : 9783319423937

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A Guide to Designing Curricular Games by Janna Jackson Kellinger Pdf

This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.

Using Games to Enhance Learning and Teaching

Author : Nicola Whitton,Alex Moseley
Publisher : Routledge
Page : 234 pages
File Size : 40,5 Mb
Release : 2012
Category : Education
ISBN : 9780415897723

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Using Games to Enhance Learning and Teaching by Nicola Whitton,Alex Moseley Pdf

Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

Author : Karen Schrier
Publisher : Lulu.com
Page : 584 pages
File Size : 45,9 Mb
Release : 2019-11-18
Category : Education
ISBN : 9780359984015

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Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond by Karen Schrier Pdf

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.

The EducatorÕs Guide to Designing Games and Creative Active-Learning Exercises

Author : Joe Bisz,Victoria L. Mondelli
Publisher : Teachers College Press
Page : 289 pages
File Size : 41,7 Mb
Release : 2023
Category : Education
ISBN : 9780807781418

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The EducatorÕs Guide to Designing Games and Creative Active-Learning Exercises by Joe Bisz,Victoria L. Mondelli Pdf

EveryÊeducator’s imaginative instincts will be guided by this bookÕs practical designÊmethod, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors’ six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors’ extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games.Written in the language of instructional design, so advanced knowledge about games or technology is not required.Provides creative instructional techniques that will boost student engagement for both in-person and online instruction.Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.

Gaming Innovations in Higher Education: Emerging Research and Opportunities

Author : Costello, Robert
Publisher : IGI Global
Page : 178 pages
File Size : 55,8 Mb
Release : 2017-07-13
Category : Education
ISBN : 9781522529828

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Gaming Innovations in Higher Education: Emerging Research and Opportunities by Costello, Robert Pdf

Gaming technologies have become effective learning tools within education. Gamification has the potential to increase engagement using real-time feedback on learning activities, which allows students to reflect on their completion and retention of a learned activity. Gaming Innovations in Higher Education: Emerging Research and Opportunities is an essential reference work featuring the latest scholarly knowledge on the application of different gaming techniques within education to make learning activities more enjoyable and successful. Including research on a number of topics such as virtual laboratories, interaction media, and intrinsic and extrinsic motivation, this publication is ideally designed for academicians, researchers, and students interested in the benefits of providing an entertaining and intellectually-stimulating learning environment.

Game-based Learning Across the Disciplines

Author : Carmela Aprea,Dirk Ifenthaler
Publisher : Springer Nature
Page : 427 pages
File Size : 40,7 Mb
Release : 2021-08-02
Category : Education
ISBN : 9783030751425

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Game-based Learning Across the Disciplines by Carmela Aprea,Dirk Ifenthaler Pdf

The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

Author : Correia, Anacleto,Simões-Marques, Mário
Publisher : IGI Global
Page : 459 pages
File Size : 47,8 Mb
Release : 2023-07-10
Category : Business & Economics
ISBN : 9781668491676

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Handbook of Research on Decision-Making Capabilities Improvement With Serious Games by Correia, Anacleto,Simões-Marques, Mário Pdf

How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

Simulation and Game-Based Learning in Emergency and Disaster Management

Author : Drumhiller, Nicole K.,Wilkin, Terri L.,Srba, Karen V.
Publisher : IGI Global
Page : 290 pages
File Size : 49,7 Mb
Release : 2021-04-02
Category : Technology & Engineering
ISBN : 9781799840886

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Simulation and Game-Based Learning in Emergency and Disaster Management by Drumhiller, Nicole K.,Wilkin, Terri L.,Srba, Karen V. Pdf

Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a cognitive understanding of the material. The use of simulations provides the learner with the ability to cognitively store and recall learning in real-life experiences. Therefore, it is crucial to not only provide course material but to have students apply what they have learned in simulations that replicate real-life scenarios. These learned skills are essential for students to be marketable and thrive in a career field where decision making, problem solving, and critical thinking are job requirements. Simulation and Game-Based Learning in Emergency and Disaster Management is a cutting-edge research book that examines the best practices and holistic development when it comes to simulation learning within emergency and disaster management as well as global security. Drawing upon the neuroscience of learning, classroom instruction can be enhanced to incorporate active-experiential learning activities that positively impact a learner with long-term information retention. Each simulation project is carried out in different environments, with different goals in mind, and developed under various constraints. For these reasons, this book will provide insight into the simulation planning and development process, provide examples of online simulations and game-based learning activities, and provide insight on simulation development and implementation that can be used across disciplines in educational and training settings. As such, it is ideal for academicians, instructional designers, curriculum designers, education professionals, researchers, and students.

Video Game Design and Programming Concepts

Author : D. Michael Ploor
Publisher : Goodheart-Wilcox Publisher
Page : 0 pages
File Size : 43,8 Mb
Release : 2019-02-12
Category : Computers
ISBN : 1635638275

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Video Game Design and Programming Concepts by D. Michael Ploor Pdf

This "fun and easy text-software design guide combination that uses an activity-based integrated curriculum: game-theory reading with game-building application lessons. It supports cross-curriculum and STEM learning as students use math and science principles, in addition to language arts, social sciences, and applied technology knowledge, to develop their own games. No knowledge of programming or game design is needed" before beginning with this textbook. -- Publisher

Handbook of College Reading and Study Strategy Research

Author : Rona F. Flippo,Thomas W. Bean
Publisher : Routledge
Page : 575 pages
File Size : 40,8 Mb
Release : 2018-06-12
Category : Language Arts & Disciplines
ISBN : 9781317245155

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Handbook of College Reading and Study Strategy Research by Rona F. Flippo,Thomas W. Bean Pdf

The most comprehensive and up-to-date source available for college reading and study strategy practitioners and administrators, the Third Edition of the Handbook of College Reading and Study Strategy Research reflects and responds to changing demographics as well as politics and policy concerns in the field since the publication of the previous edition. In this thorough and systematic examination of theory, research, and practice, the Handbook offers information to help college reading teachers to make better instructional decisions; justification for programmatic implementations for administrators; and a complete compendium of both theory and practice to better prepare graduate students to understand the parameters and issues of this field. The Handbook is an essential resource for professionals, researchers, and students as they continue to study, research, learn, and share more about college reading and study strategies. Addressing current and emerging theories of knowledge, subjects, and trends impacting the field, the Third Edition features new topics such as disciplinary literacy, social media, and gaming theory.

Choosing and Using Digital Games in the Classroom

Author : Katrin Becker
Publisher : Springer
Page : 411 pages
File Size : 53,9 Mb
Release : 2016-09-29
Category : Education
ISBN : 9783319122236

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Choosing and Using Digital Games in the Classroom by Katrin Becker Pdf

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.

Handbook of Research on Innovations in Non-Traditional Educational Practices

Author : Keengwe, Jared
Publisher : IGI Global
Page : 462 pages
File Size : 50,9 Mb
Release : 2020-12-11
Category : Education
ISBN : 9781799843610

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Handbook of Research on Innovations in Non-Traditional Educational Practices by Keengwe, Jared Pdf

While many school districts and institutions of higher education still cling to the traditional agrarian school year with a factory model delivery of education and Carnegie units based on seat time when most people are no longer farmers, factory workers, or reliant on learning in a classroom, there are bursts of promising practices that buck the norm by questioning the educational value of these traditions. Though researchers have investigated the potential of students learning in their own homes via personalized instruction delivered by computers rather than attending traditional institutions, the status quo in education has remained stubbornly resistant to change. Mixed-reality simulations, year-round schooling, grouping students by competencies instead of age, and game-based teaching are just a few of the educational innovations that seek to maximize learning by recognizing that innovation is essential for successfully teaching students in the modern era. The Handbook of Research on Innovations in Non-Traditional Educational Practices is a comprehensive reference source that examines various educational innovations, how they have developed workarounds to navigate traditional systems, and their potential to radically transform teaching and learning. With each chapter highlighting a different educational innovation such as experiential learning, game-based learning, online learning, and inquiry-based learning and their applications in all levels of education, this book explores the issues and challenges these educational innovations face as well as their impact. It is intended for academicians, professionals, administrators, and researchers in education and specifically benefits academic deans, vice presidents of academic affairs, graduate students, faculty technology leaders, directors of teaching and learning centers, curriculum and instructional designers, policymakers, principals and superintendents, and teachers interested in educational change.

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities

Author : Costello, Robert
Publisher : IGI Global
Page : 205 pages
File Size : 51,5 Mb
Release : 2020-04-10
Category : Education
ISBN : 9781799820819

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Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities by Costello, Robert Pdf

A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students

Using Games and Simulations in the Classroom

Author : Henry Ellington,Joannie Fowlie,Monica Gordon
Publisher : Routledge
Page : 175 pages
File Size : 42,5 Mb
Release : 2013-05-13
Category : Education
ISBN : 9781134731787

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Using Games and Simulations in the Classroom by Henry Ellington,Joannie Fowlie,Monica Gordon Pdf

Games and simulations are an effective way of supporting the curriculum. This handbook demonstrates how to develop and use games and simulations in schools. It provides practical advice and guidance on how and when to use these as well as illustrative cases from nursery schools to secondary level.

Resonant Games

Author : Eric Klopfer,Jason Haas,Scot Osterweil,Louisa Rosenheck
Publisher : MIT Press
Page : 267 pages
File Size : 42,9 Mb
Release : 2018-07-17
Category : Games & Activities
ISBN : 9780262037808

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Resonant Games by Eric Klopfer,Jason Haas,Scot Osterweil,Louisa Rosenheck Pdf

Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.