Game Based Learning Across The Disciplines

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Game-based Learning Across the Disciplines

Author : Carmela Aprea,Dirk Ifenthaler
Publisher : Springer Nature
Page : 427 pages
File Size : 54,5 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.

Game-based Learning Across the Disciplines

Author : Carmela Aprea,Dirk Ifenthaler
Publisher : Unknown
Page : 0 pages
File Size : 43,8 Mb
Release : 2021
Category : Electronic
ISBN : 3030751430

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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.

Game-Based Learning and the Power of Play

Author : Pauline Rooney,Nicola Whitton
Publisher : Cambridge Scholars Publishing
Page : 275 pages
File Size : 43,8 Mb
Release : 2016-08-17
Category : Education
ISBN : 9781443898416

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Game-Based Learning and the Power of Play by Pauline Rooney,Nicola Whitton Pdf

In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.

Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills

Author : Rivera-Trigueros, Irene,López-Alcarria, Abigail,Ruiz-Padillo, Diego-Pablo,Olvera-Lobo, María Dolores,Gutiérrez-Pérez, José
Publisher : IGI Global
Page : 507 pages
File Size : 44,8 Mb
Release : 2022-02-11
Category : Education
ISBN : 9781799886471

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Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills by Rivera-Trigueros, Irene,López-Alcarria, Abigail,Ruiz-Padillo, Diego-Pablo,Olvera-Lobo, María Dolores,Gutiérrez-Pérez, José Pdf

As new technologies and professional profiles emerge, traditional education paradigms have to be adapted to new scenarios, creating favorable conditions for promoting transversal skills among students. Consequently, there is a growing demand for training in emergent skills to solve problems of different natures, distributive leadership competencies, empathy, ability to control emotions, etc. In this sense, one of the challenges that educators of all different educational levels and training contexts have to face is to foster these skills in their courses. To overcome these obstacles, innovative and disruptive methodologies, such as game-based learning activities like escape rooms, can be a great ally for teachers to work on transversal skills and specific knowledge at the same time. The Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills gathers knowledge, skills, abilities, and capabilities on innovative and disruptive methodologies that can be applied in all educational levels to foster transversal skills. This publication contains different contributions focused on the description of innovative educational methods, processes, and tools that can be adopted by teachers to promote transversal skills such as creativity, critical thinking, decision-making, and entrepreneurial skills. This book is ideal for teachers, instructional designers, educational software developers, academics, professionals, students, and researchers working at all levels in the educational field and provides valuable background information to professionals who aim to overcome traditional paradigm obstacles and meet student needs by means of innovative and disruptive methodologies.

ECGBL 2022 16th European Conference on Game-Based Learning

Author : Conceição Costa
Publisher : Academic Conferences and publishing limited
Page : 842 pages
File Size : 41,6 Mb
Release : 2022-10-06
Category : Education
ISBN : 9781914587528

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ECGBL 2022 16th European Conference on Game-Based Learning by Conceição Costa Pdf

Handbook of Game-Based Learning

Author : Jan L. Plass,Richard E. Mayer,Bruce D. Homer
Publisher : MIT Press
Page : 601 pages
File Size : 55,8 Mb
Release : 2020-02-04
Category : Education
ISBN : 9780262043380

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Handbook of Game-Based Learning by Jan L. Plass,Richard E. Mayer,Bruce D. Homer Pdf

A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Games-To-Teach or Games-To-Learn

Author : Yam San Chee
Publisher : Springer
Page : 190 pages
File Size : 48,8 Mb
Release : 2015-08-18
Category : Technology & Engineering
ISBN : 9789812875181

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Games-To-Teach or Games-To-Learn by Yam San Chee Pdf

The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.

Game-Based Learning

Author : Youngkyun Baek
Publisher : Nova Science Publishers
Page : 0 pages
File Size : 54,6 Mb
Release : 2017
Category : Educational games
ISBN : 1536119008

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Game-Based Learning by Youngkyun Baek Pdf

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.

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

Author : Marcin Wardaszko
Publisher : Akademia Leona Kozminskiego
Page : 687 pages
File Size : 46,8 Mb
Release : 2019-08-30
Category : Business & Economics
ISBN : 9788366502017

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SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES by Marcin Wardaszko Pdf

The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.

ECGBL 2019 13th European Conference on Game-Based Learning

Author : Lars Elbæk,Gunver Majgaard,Andrea Valente,Saifuddin Khalid
Publisher : Academic Conferences and publishing limited
Page : 128 pages
File Size : 41,8 Mb
Release : 2019-10-03
Category : Education
ISBN : 9781912764372

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ECGBL 2019 13th European Conference on Game-Based Learning by Lars Elbæk,Gunver Majgaard,Andrea Valente,Saifuddin Khalid Pdf

Handbook of Research on Applying Universal Design for Learning Across Disciplines: Concepts, Case Studies, and Practical Implementation

Author : Fovet, Frederic
Publisher : IGI Global
Page : 547 pages
File Size : 49,9 Mb
Release : 2021-01-22
Category : Education
ISBN : 9781799871088

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Handbook of Research on Applying Universal Design for Learning Across Disciplines: Concepts, Case Studies, and Practical Implementation by Fovet, Frederic Pdf

Universal design for learning (UDL) has been hailed for over a decade as a revolutionary lens that allows campuses to shift their efforts to create inclusive environments. In recent years, UDL has gone beyond the field of disability and been explored with regards to international and indigenous students. There is now a sizable body of literature that details the benefits of implementing UDL in higher education, as well as a number of emerging studies examining the strategic challenges of developing UDL across institutions. There is, however, still a relative paucity of research discussing the transformation of instruction or assessment in concrete terms. Therefore, there is a necessity for research and information on UDL that has already been implemented in classrooms and the practical examples of what this process of transformation looks like. The Handbook of Research on Applying Universal Design for Learning Across Disciplines: Concepts, Case Studies, and Practical Implementation offers practical examples of UDL having successfully been embedded in courses within various disciplines and classroom formats, as well as across the undergraduate and graduate sectors. The chapters provide case studies and concrete examples of what the UDL reflection on practice might look like in specific faculties and departments. While highlighting UDL in areas such as educational technology, student engagement, assignment design, and inclusive education, this book is ideally intended for inservice and preservice teachers, administrators, teacher educators, higher education professors and leaders, practitioners, researchers, academicians, and students interested in the integration of UDL into strategic academic plans.

Interdisciplinary Design of Game-based Learning Platforms

Author : Fengfeng Ke,Valerie Shute,Kathleen M. Clark,Gordon Erlebacher
Publisher : Springer
Page : 156 pages
File Size : 51,5 Mb
Release : 2018-12-07
Category : Education
ISBN : 9783030043391

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Interdisciplinary Design of Game-based Learning Platforms by Fengfeng Ke,Valerie Shute,Kathleen M. Clark,Gordon Erlebacher Pdf

This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.

Handbook of Research on the Influence and Effectiveness of Gamification in Education

Author : Bernardes, Oscar,Amorim, Vanessa,Moreira, Antonio Carrizo
Publisher : IGI Global
Page : 869 pages
File Size : 51,8 Mb
Release : 2022-05-20
Category : Education
ISBN : 9781668442883

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Handbook of Research on the Influence and Effectiveness of Gamification in Education by Bernardes, Oscar,Amorim, Vanessa,Moreira, Antonio Carrizo Pdf

Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.

Research Anthology on Developments in Gamification and Game-Based Learning

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1971 pages
File Size : 44,9 Mb
Release : 2021-11-26
Category : Education
ISBN : 9781668437117

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Research Anthology on Developments in Gamification and Game-Based Learning by Management Association, Information Resources Pdf

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Handbook of Research on Media Literacy Research and Applications Across Disciplines

Author : Yildiz, Melda N.,Fazal, Minaz,Ahn, Meesuk,Feirsen, Robert,Ozdemir, Sebnem
Publisher : IGI Global
Page : 433 pages
File Size : 48,7 Mb
Release : 2019-06-28
Category : Social Science
ISBN : 9781522592631

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Handbook of Research on Media Literacy Research and Applications Across Disciplines by Yildiz, Melda N.,Fazal, Minaz,Ahn, Meesuk,Feirsen, Robert,Ozdemir, Sebnem Pdf

The digital age has made it easy for anyone, even those with limited technology proficiency, to create some form of media. With so many different types of media and the sheer volume of information coming from a wide array of sources, media literacy has become an essential skill that can be very difficult to learn and teach. The Handbook of Research on Media Literacy Research and Applications Across Disciplines aims to present cross-disciplinary examinations of media literacy, specifically investigating its challenges and solutions and its implications for P-20 education. An assemblage of innovative findings centered on national and international perspectives, with topics including critical thinking and decision-making processes, smart consumerism, recognizing point-of-view, media influence, responsible media creation, cyber threats, media literacy instruction, among others, this book is ideally designed for educators, researchers, activists, instructional designers, media specialists, and professionals.