Cognition And Learning In Massively Multiplayer Online Games

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Gaming and Cognition: Theories and Practice from the Learning Sciences

Author : Van Eck, Richard
Publisher : IGI Global
Page : 405 pages
File Size : 45,8 Mb
Release : 2010-05-31
Category : Computers
ISBN : 9781615207183

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Gaming and Cognition: Theories and Practice from the Learning Sciences by Van Eck, Richard Pdf

"This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.

Handbook of Research on New Literacies

Author : Julie Coiro,Michele Knobel,Colin Lankshear,Donald J. Leu
Publisher : Routledge
Page : 1386 pages
File Size : 53,5 Mb
Release : 2014-04-04
Category : Computers
ISBN : 9781136650864

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Handbook of Research on New Literacies by Julie Coiro,Michele Knobel,Colin Lankshear,Donald J. Leu Pdf

Situated at the intersection of two of the most important areas in educational research today — literacy and technology — this handbook draws on the potential of each while carving out important new territory. It provides leadership for this newly emerging field, directing scholars to the major issues, theoretical perspectives, and interdisciplinary research pertaining to new literacies. Reviews of research are organized into six sections: Methodologies Knowledge and Inquiry Communication Popular Culture, Community, and Citizenship: Everyday Literacies Instructional Practices and Assessment Multiple Perspectives on New Literacies Research FEATURES Brings together a diverse international team of editors and chapter authors Provides an extensive collection of research reviews in a critical area of educational research Makes visible the multiple perspectives and theoretical frames that currently drive work in new literacies Establishes important space for the emerging field of new literacies research Includes a unique Commentary section: The final section of the Handbook reprints five central research studies. Each is reviewed by two prominent researchers from their individual, and different, theoretical position. This provides the field with a sense of how diverse lenses can be brought to bear on research as well as the benefits that accrue from doing so. It also provides models of critical review for new scholars and demonstrates how one might bring multiple perspectives to the study of an area as complex as new literacies research. The Handbook of Research on New Literacies is intended for the literacy research community, broadly conceived, including scholars and students from the traditional reading and writing research communities in education and educational psychology as well as those from information science, cognitive science, psychology, sociolinguistics, computer mediated communication, and other related areas that find literacy to be an important area of investigation.

Emerging Technologies in Virtual Learning Environments

Author : Becnel, Kim
Publisher : IGI Global
Page : 348 pages
File Size : 53,5 Mb
Release : 2019-06-28
Category : Education
ISBN : 9781522579885

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Emerging Technologies in Virtual Learning Environments by Becnel, Kim Pdf

The emergent phenomena of virtual reality, augmented reality, and mixed reality is having an impact on ways people communicate with technology and with each other. Schools and higher education institutions are embracing these emerging technologies and implementing them at a rapid pace. The challenge, however, is to identify well-defined problems where these innovative technologies can support successful solutions and subsequently determine the efficacy of effective virtual learning environments. Emerging Technologies in Virtual Learning Environments is an essential scholarly research publication that provides a deeper look into 3D virtual environments and how they can be developed and applied for the benefit of student learning and teacher training. This book features a wide range of topics in the areas of science, technology, engineering, arts, and math to ensure a blend of both science and humanities research. Therefore, it is ideal for curriculum developers, instructional designers, teachers, school administrators, higher education faculty, professionals, researchers, and students studying across all academic disciplines.

Women in Gaming: 100 Professionals of Play

Author : Meagan Marie
Publisher : Penguin
Page : 354 pages
File Size : 40,8 Mb
Release : 2018-12-04
Category : History
ISBN : 9780744019933

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Women in Gaming: 100 Professionals of Play by Meagan Marie Pdf

Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.

Making a Difference: Volume I and II

Author : Sasha A. Barab,Kenneth E. Hay,Nancy Butler Songer,Daniel T. Hickey
Publisher : Routledge
Page : 1073 pages
File Size : 55,6 Mb
Release : 2017-09-05
Category : Education
ISBN : 9781134572908

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Making a Difference: Volume I and II by Sasha A. Barab,Kenneth E. Hay,Nancy Butler Songer,Daniel T. Hickey Pdf

William Wordsworth (1770-1850) needs little introduction as the central figure in Romantic poetry and a crucial influence in the development of poetry generally. This broad-ranging survey redefines the variety of his writing by showing how it incorporates contemporary concepts of language difference and the ways in which popular and serious literature were compared and distinguished during this period. It discusses many of Wordsworth's later poems, comparing his work with that of his regional contemporaries as well as major writers such as Scott. The key theme of relationship, both between characters within poems and between poet and reader, is explored through Wordsworth's construction of community and his use of power relationships. A serious discussion of the place of sexual feeling in his writing is also included.

Worlds in Play

Author : Suzanne De Castell,Jennifer Jenson
Publisher : Peter Lang
Page : 364 pages
File Size : 47,7 Mb
Release : 2007
Category : Art
ISBN : 0820486434

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Worlds in Play by Suzanne De Castell,Jennifer Jenson Pdf

Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»

The Science of Hormesis in Health and Longevity

Author : Suresh I. S. Rattan,Marios Kyriazi
Publisher : Academic Press
Page : 326 pages
File Size : 50,6 Mb
Release : 2018-10-23
Category : Medical
ISBN : 9780128142547

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The Science of Hormesis in Health and Longevity by Suresh I. S. Rattan,Marios Kyriazi Pdf

The Science of Hormesis in Health and Longevity provides a comprehensive review of mild stress-induced physiological hormesis and its role in the maintenance and promotion of health. Coverage includes the underlying mechanisms of hormesis, including details of stress-response signaling, an enriched environment, positive challenges and dose-response mechanisms, amongst others. Research from top experts is presented to provide suggestions for developing novel therapeutic strategies, along with lifestyle interventions to promote health and homoeostasis. Researchers in aging and physiology, gerontologists, clinicians and medical students will find this a valuable addition for their work. Provides a comprehensive, scholarly review of the current state of hormesis in physiology, health, disease and aging Includes multiple perspectives and in-depth analysis by top experts involved in cutting-edge research to provide developing, novel therapeutic strategies, as well as lifestyle interventions Offers a clear understanding of hormesis’ underlying mechanisms, including details of stress-response signaling, an enriched environment, positive challenges, dose-response mechanisms, and more

Informal Learning and Digital Media

Author : Kirsten Drotner,Hans Siggaard Jensen,Kim Christian Schrøder
Publisher : Cambridge Scholars Publishing
Page : 270 pages
File Size : 45,8 Mb
Release : 2009-12-14
Category : Education
ISBN : 9781443817943

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Informal Learning and Digital Media by Kirsten Drotner,Hans Siggaard Jensen,Kim Christian Schrøder Pdf

The book provides an engaging overview of the ways in which digital media impact on current understandings of informal learning, and it offes a range of grounded studies of the changing relations between digital media and informal learning processes with a particular focus on young people. A variety of international scholars examine these processes across a number of sites and settings, from Japan to Finland and the USA, and they discuss their implications for education, ICT and media. The volume is an ideal resource for graduate students as well as for practitioners and policy-makers.

Handbook of Research on Serious Games for Educational Applications

Author : Zheng, Robert,Gardner, Michael K.
Publisher : IGI Global
Page : 496 pages
File Size : 51,7 Mb
Release : 2016-08-01
Category : Education
ISBN : 9781522505143

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Handbook of Research on Serious Games for Educational Applications by Zheng, Robert,Gardner, Michael K. Pdf

Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Design and Implementation of Educational Games: Theoretical and Practical Perspectives

Author : Zemliansky, Pavel,Wilcox, Diane
Publisher : IGI Global
Page : 540 pages
File Size : 50,8 Mb
Release : 2010-04-30
Category : Medical
ISBN : 9781615207824

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Design and Implementation of Educational Games: Theoretical and Practical Perspectives by Zemliansky, Pavel,Wilcox, Diane Pdf

"This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.

Gamification in Education: Breakthroughs in Research and Practice

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 677 pages
File Size : 50,6 Mb
Release : 2018-01-05
Category : Education
ISBN : 9781522551997

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Gamification in Education: Breakthroughs in Research and Practice by Management Association, Information Resources Pdf

Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Global Perspectives on Gameful and Playful Teaching and Learning

Author : Farber, Matthew
Publisher : IGI Global
Page : 330 pages
File Size : 54,7 Mb
Release : 2019-12-27
Category : Education
ISBN : 9781799820178

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Global Perspectives on Gameful and Playful Teaching and Learning by Farber, Matthew Pdf

In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.

Learning Science Through Computer Games and Simulations

Author : National Research Council,Division of Behavioral and Social Sciences and Education,Board on Science Education,Committee on Science Learning: Computer Games, Simulations, and Education
Publisher : National Academies Press
Page : 174 pages
File Size : 53,5 Mb
Release : 2011-04-12
Category : Education
ISBN : 9780309212663

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Learning Science Through Computer Games and Simulations by National Research Council,Division of Behavioral and Social Sciences and Education,Board on Science Education,Committee on Science Learning: Computer Games, Simulations, and Education Pdf

At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Games, Learning, and Society

Author : Constance Steinkuehler,Kurt Squire,Sasha Barab
Publisher : Cambridge University Press
Page : 489 pages
File Size : 45,7 Mb
Release : 2012-06-11
Category : Psychology
ISBN : 9781139510219

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Games, Learning, and Society by Constance Steinkuehler,Kurt Squire,Sasha Barab Pdf

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.