Graduate Skills And Game Based Learning

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Graduate Skills and Game-Based Learning

Author : Matthew Barr
Publisher : Springer Nature
Page : 238 pages
File Size : 48,6 Mb
Release : 2019-09-05
Category : Education
ISBN : 9783030277864

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Graduate Skills and Game-Based Learning by Matthew Barr Pdf

This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.

Handbook of Game-Based Learning

Author : Jan L. Plass,Richard E. Mayer,Bruce D. Homer
Publisher : MIT Press
Page : 601 pages
File Size : 50,6 Mb
Release : 2020-02-04
Category : Education
ISBN : 9780262356541

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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

Digital Game-Based Learning

Author : Marc Prensky
Publisher : Paragon House
Page : 464 pages
File Size : 52,9 Mb
Release : 2007-03-01
Category : Education
ISBN : 1557788634

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Digital Game-Based Learning by Marc Prensky Pdf

Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Handbook of Game-Based Learning

Author : Jan L. Plass,Richard E. Mayer,Bruce D. Homer
Publisher : MIT Press
Page : 601 pages
File Size : 40,8 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

Game-Based Learning and the Power of Play

Author : Pauline Rooney,Nicola Whitton
Publisher : Cambridge Scholars Publishing
Page : 275 pages
File Size : 41,8 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.

Guidelines for Game-based Learning

Author : Maja Pivec
Publisher : Pabst Science Publishers
Page : 118 pages
File Size : 43,7 Mb
Release : 2004
Category : Computer-assisted instruction
ISBN : 9781593260729

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Guidelines for Game-based Learning by Maja Pivec Pdf

Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for learning purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating the learning process.

Interdisciplinary Design of Game-based Learning Platforms

Author : Fengfeng Ke,Valerie Shute,Kathleen M. Clark,Gordon Erlebacher
Publisher : Springer
Page : 156 pages
File Size : 46,8 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.

Game-based Learning Across the Disciplines

Author : Carmela Aprea,Dirk Ifenthaler
Publisher : Springer Nature
Page : 427 pages
File Size : 55,6 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

Author : Youngkyun Baek
Publisher : Nova Science Publishers
Page : 0 pages
File Size : 43,9 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.

Game-Based Assessment Revisited

Author : Dirk Ifenthaler,Yoon Jeon Kim
Publisher : Springer Nature
Page : 361 pages
File Size : 54,5 Mb
Release : 2019-11-05
Category : Education
ISBN : 9783030155698

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Game-Based Assessment Revisited by Dirk Ifenthaler,Yoon Jeon Kim Pdf

The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.

Game-Based Learning Across the Lifespan

Author : Margarida Romero,Kimberly Sawchuk,Josep Blat,Sergio Sayago,Hubert Ouellet
Publisher : Springer
Page : 154 pages
File Size : 43,8 Mb
Release : 2016-10-22
Category : Education
ISBN : 9783319417974

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Game-Based Learning Across the Lifespan by Margarida Romero,Kimberly Sawchuk,Josep Blat,Sergio Sayago,Hubert Ouellet Pdf

The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers. In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.

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 : 53,6 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

ECGBL 2020 14th European Conference on Game-Based Learning

Author : Panagiotis Fotaris
Publisher : Academic Conferences limited
Page : 128 pages
File Size : 50,5 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.

Digital Game-based Learning

Author : Marc Prensky
Publisher : McGraw-Hill Companies
Page : 474 pages
File Size : 55,5 Mb
Release : 2001
Category : Computer-assisted instruction
ISBN : UCSC:32106012553571

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Digital Game-based Learning by Marc Prensky Pdf

A revolutionary new approach to game-based learning, Digital Game-Based Learning shows businesses how to effectively train their under-30 workers through the use of twitch-speed games, computer games, and more.

Smart Pedagogy of Game-based Learning

Author : Linda Daniela
Publisher : Springer Nature
Page : 239 pages
File Size : 52,5 Mb
Release : 2021-09-11
Category : Education
ISBN : 9783030769864

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Smart Pedagogy of Game-based Learning by Linda Daniela Pdf

This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning