Game Science In Hybrid Learning Spaces

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Game Science in Hybrid Learning Spaces

Author : Sylvester Arnab
Publisher : Routledge
Page : 215 pages
File Size : 53,7 Mb
Release : 2020-04-29
Category : Education
ISBN : 9781315295039

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Game Science in Hybrid Learning Spaces by Sylvester Arnab Pdf

Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.

Game Science in Hybrid Learning Spaces

Author : Routledge,Sylvester Arnab
Publisher : Routledge
Page : 260 pages
File Size : 40,7 Mb
Release : 2018-06
Category : Electronic
ISBN : 1138239755

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Game Science in Hybrid Learning Spaces by Routledge,Sylvester Arnab Pdf

Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.

ECGBL 2021 15th European Conference on Game-Based Learning

Author : Panagiotis Fotaris,Cate Grundy,Marcus Winter
Publisher : Academic Conferences Limited
Page : 128 pages
File Size : 45,6 Mb
Release : 2021-09-23
Category : Computers
ISBN : 9781914587139

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ECGBL 2021 15th European Conference on Game-Based Learning by Panagiotis Fotaris,Cate Grundy,Marcus Winter Pdf

The Cambridge Handbook of Cyber Behavior

Author : Zheng Yan
Publisher : Cambridge University Press
Page : 1662 pages
File Size : 52,6 Mb
Release : 2023-11-09
Category : Psychology
ISBN : 9781316732823

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The Cambridge Handbook of Cyber Behavior by Zheng Yan Pdf

This handbook covers current research in the science of cyber behavior. Written by international scholars from a wide range of disciplines, the chapters focus on four fundamental elements of cyber behavior: users, technologies, activities, and effects. It is the ideal overview of the field for researchers, scholars, and students alike.

Virtual Reality in Curriculum and Pedagogy

Author : Erica Southgate
Publisher : Routledge
Page : 130 pages
File Size : 47,6 Mb
Release : 2020-04-23
Category : Education
ISBN : 9781000064506

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Virtual Reality in Curriculum and Pedagogy by Erica Southgate Pdf

Virtual Reality in Curriculum and Pedagogy explores the instructional, ethical, practical, and technical issues related to the integration of immersive virtual reality (VR) in school classrooms. The book’s original pedagogical framework is informed by qualitative and quantitative data collected from the first-ever study to embed immersive VR in secondary school science, ICT, and drama classrooms. Students and scholars of technology-enhancing learning, curriculum design, and teacher education alike will find key pedagogical insights into leveraging the unique properties of VR for authentic, metacognitive, and creative learning.

The Emergence of the Ethically-Engaged University

Author : Emiliano Bosio,Gustavo Gregorutti
Publisher : Springer Nature
Page : 274 pages
File Size : 54,5 Mb
Release : 2023-10-12
Category : Education
ISBN : 9783031403125

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The Emergence of the Ethically-Engaged University by Emiliano Bosio,Gustavo Gregorutti Pdf

This edited volume examines the role of the modern university as a public good institution ethically engaged in social transformation. Featuring contributions from internationally recognized scholars across both the Global North and South, this collection contexualizes issues in higher education such as community engagement, service learning, citizenship and civic responsibility both locally and globally (e.g., local, regional, national, and global engagement). Each chapter addresses the intangible, multifaceted dimensions of the relationships, community impact, and knowledge generation associated with community collaborations. In this way, the volume contributes towards the possibility of re-imagining the role of the modern university beyond a market-oriented, passive, and de-solidarized practices towards a more ethically engaged paradigm based on principles of mutuality, reciprocity and social responsibility.

Hybrid Learning Spaces

Author : Einat Gil,Yishay Mor,Yannis Dimitriadis,Christian Köppe
Publisher : Springer Nature
Page : 331 pages
File Size : 45,8 Mb
Release : 2022-02-04
Category : Education
ISBN : 9783030885205

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Hybrid Learning Spaces by Einat Gil,Yishay Mor,Yannis Dimitriadis,Christian Köppe Pdf

As we have come to accept the duality of physical and virtual learning spaces as a permanent feature of our educational landscape, we begin to question its validity. Is this really a dichotomy, or is it a continuum? Should this be the primary dimension around which we cluster educational experiences - how does it intersect and interact with other axes, such as formal-informal, vocational-recreational, open-closed, teacher-student? How do we adapt, as teachers, learners, designers, policy makers, to this changing landscape? How do we shape it to offer an optimal learning experience? Such questions led us to conduct a series of academic and professional events on the theme of Hybrid Learning Spaces (HLS) - spaces which challenge and defy the dichotomies above. This edited book collates some of the products of that endeavor, offering a multi-vocal, interdisciplinary approach to hybridity in education. It connects practical examples, design directives and theoretical analysis, combining perspectives from technology research and development, educational theory and practice, architecture and space and product design. This book addresses researchers, practitioners, innovators and policy makers in education, technology and design, offering broad perspectives and then distilling practical insights in the form of design principles and patterns, pedagogical models, and predictions of future trends.

Hybrid Learning

Author : Philip Tsang,Simon K.S. Cheung,Victor S.K. Lee,Ronghuai Huang
Publisher : Springer Science & Business Media
Page : 546 pages
File Size : 53,7 Mb
Release : 2010-07-30
Category : Computers
ISBN : 9783642146565

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Hybrid Learning by Philip Tsang,Simon K.S. Cheung,Victor S.K. Lee,Ronghuai Huang Pdf

This book constitutes the proceedings of the Third International Conference on Hybrid Learning, ICHL 2010, held in Beijing, China, in August 2010. The 50 contributions presented in this volume were carefully reviewed and selected from 225 submissions. In addition two keynote talks are included in this book. The topics covered are interactive hybrid learning systems, content management for hybrid learning, pedagogical and psychological issues, outcome-based teaching and learning, instructional design issues, experiences in hybrid learning, improved flexibility of learning processes, computer supported collaborative learning, assessment strategies for hybrid learning, and organisational frameworks and institutional policies.

Computer Science and Educational Informatization

Author : Jianhou Gan,Yi Pan,Juxiang Zhou,Dong Liu,Xianhua Song,Zeguang Lu
Publisher : Springer Nature
Page : 469 pages
File Size : 53,6 Mb
Release : 2024-02-10
Category : Computers
ISBN : 9789819994922

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Computer Science and Educational Informatization by Jianhou Gan,Yi Pan,Juxiang Zhou,Dong Liu,Xianhua Song,Zeguang Lu Pdf

These two volumes constitute the revised selected papers of the 5th International Conference, CSEI 2023, held in Kunming, China, during August 11–13, 2023. The 76 full papers and the 21 short papers included in this volume were carefully reviewed and selected from 297 submissions. They focus on computer science, education informatization and engineering education, innovative application for the deeper integration of education practice and information technology, educational informatization and big data for education.

ECGBL 2020 14th European Conference on Game-Based Learning

Author : Panagiotis Fotaris
Publisher : Academic Conferences limited
Page : 128 pages
File Size : 40,9 Mb
Release : 2020-09-24
Category : Education
ISBN : 9781912764709

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ECGBL 2020 14th European Conference on Game-Based Learning by Panagiotis Fotaris Pdf

These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.

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 : 52,7 Mb
Release : 2011-05-12
Category : Education
ISBN : 9780309185233

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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.

Digital Technologies and Instructional Design for Personalized Learning

Author : Zheng, Robert
Publisher : IGI Global
Page : 391 pages
File Size : 54,9 Mb
Release : 2018-03-02
Category : Education
ISBN : 9781522539414

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Digital Technologies and Instructional Design for Personalized Learning by Zheng, Robert Pdf

When facilitating high-quality education, using digital technology to personalize students' learning is a focus in the development of instruction. There is a need to unify the multifaceted directions in personalized learning by presenting a coherent and organized vision in the design of personalized learning using digital technology. Digital Technologies and Instructional Design for Personalized Learning is a critical scholarly resource that highlights the theories, principles, and learning strategies in personalized learning with digital technology. Featuring coverage on a broad range of topics, such as collaborative learning, instructional design, and computer-supported collaborative learning, this book is geared towards educators, professionals, school administrators, academicians, researchers, and students seeking current research on the area of personalized learning with digital technology.

Blended Learning: Concepts, Methodologies, Tools, and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2265 pages
File Size : 49,9 Mb
Release : 2016-08-18
Category : Education
ISBN : 9781522507840

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Blended Learning: Concepts, Methodologies, Tools, and Applications by Management Association, Information Resources Pdf

Traditional classroom learning environments are quickly becoming a thing of the past as research continues to support the integration of learning outside of a structured school environment. Blended learning, in particular, offers the best of both worlds, combining classroom learning with mobile and web-based learning environments. Blended Learning: Concepts, Methodologies, Tools, and Applications explores emerging trends, case studies, and digital tools for hybrid learning in modern educational settings. Focusing on the latest technological innovations as well as effective pedagogical practice, this critical multi-volume set is a comprehensive resource for instructional designers, educators, administrators, and graduate-level students in the field of education.

Handbook of Research on Implementing Inclusive Educational Models and Technologies for Equity and Diversity

Author : Escudeiro, Paula,Escudeiro, Nuno,Bernardes, Oscar
Publisher : IGI Global
Page : 493 pages
File Size : 53,8 Mb
Release : 2023-06-29
Category : Education
ISBN : 9798369304556

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Handbook of Research on Implementing Inclusive Educational Models and Technologies for Equity and Diversity by Escudeiro, Paula,Escudeiro, Nuno,Bernardes, Oscar Pdf

Despite the increased adoption of digital education materials during the pandemic, there is a persistent issue of educational inequity and exclusion, especially for students in rural areas and those with diverse disabilities. Digital technologies have the potential to expand and liberate education, but their inconsistent history raises questions about their effectiveness in addressing these challenges. Implementing Inclusive Educational Models and Technologies for Equity and Diversity offers a comprehensive and timely reference source that aims to provide an opportunity for reflection on the crucial issue of inclusion and equity in the context of educational improvements. This research book provides relevant academic work, empirical research findings, and an overview of this relevant field of study. It also covers recommended topics such as mobile and blended learning, teaching, and learning strategies, technological concerns, and ethical and sociological concerns such as accessibility for users with diverse disabilities and addressing individual differences. By providing a platform for research opportunities and increasing understanding of inclusion and equity in education, the book can contribute to the development of effective strategies and tactics to create inclusive educational environments that leverage digital technologies.

Digital Games and Learning

Author : Nicola Whitton
Publisher : Routledge
Page : 215 pages
File Size : 51,5 Mb
Release : 2014-03-26
Category : Education
ISBN : 9781136216442

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Digital Games and Learning by Nicola Whitton Pdf

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.