Guidelines For Game Based Learning

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Guidelines for Game-based Learning

Author : Maja Pivec
Publisher : Pabst Science Publishers
Page : 118 pages
File Size : 45,8 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.

Developments in Current Game-Based Learning Design and Deployment

Author : Felicia, Patrick
Publisher : IGI Global
Page : 454 pages
File Size : 48,9 Mb
Release : 2012-07-31
Category : Education
ISBN : 9781466618657

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Developments in Current Game-Based Learning Design and Deployment by Felicia, Patrick Pdf

Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Digital Game Based Learning

Author : Michael Burmester
Publisher : KIT Scientific Publishing
Page : 264 pages
File Size : 53,8 Mb
Release : 2006
Category : Philology. Linguistics
ISBN : 9783866440104

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Digital Game Based Learning by Michael Burmester Pdf

Digital games are a significant element in the digital media and information society. They influence the development of media technologies as well as interface design, online social interaction and new evaluation approaches.The Fourth Symposium for Information Design focused on the question of how game based learning environments can motivate and stimulate learners in different situations, and improve learning. It presented didactical and pedagogical issues, as well as actual examples and concrete applications.

Game-Based Learning Across the Lifespan

Author : Margarida Romero,Kimberly Sawchuk,Josep Blat,Sergio Sayago,Hubert Ouellet
Publisher : Springer
Page : 154 pages
File Size : 49,7 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.

Assessment in Game-Based Learning

Author : Dirk Ifenthaler,Deniz Eseryel,Xun Ge
Publisher : Springer Science & Business Media
Page : 476 pages
File Size : 48,9 Mb
Release : 2012-06-13
Category : Education
ISBN : 9781461435464

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Assessment in Game-Based Learning by Dirk Ifenthaler,Deniz Eseryel,Xun Ge 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 is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.

Handbook of Game-Based Learning

Author : Jan L. Plass,Richard E. Mayer,Bruce D. Homer
Publisher : MIT Press
Page : 601 pages
File Size : 52,6 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

Leading Issues in Games Based Learning

Author : Thomas Connolly
Publisher : Academic Conferences Limited
Page : 207 pages
File Size : 51,6 Mb
Release : 2011
Category : Electronic
ISBN : 9781908272256

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Leading Issues in Games Based Learning by Thomas Connolly Pdf

It has been said that the future will never be the same again, which is undoubtedly true, as is the statement that learning will never the same again. Many of the old rules of learning are being swept away and it is increasingly realised that knowledge of “fact” is less important than understanding of situations. It is now well established that understanding can be facilitated by simulation, which is one of the principles on which games-based learning is founded. Games-based learning is also important because there is so much pressure on the teaching resources available. Demand for learning has never been greater and it is likely to continue to grow exponentially. In this environment games-based learning has come into its own. It has always been true that there has been much to learn from games. Both competitiveness and team work have traditionally be learnt on the playing fields of schools around the world. Strategic thinking has been learnt from games such as Chess, even Checkers, and in a more sophisticated way the board game Diplomacy. With the power available through ICT entirely new games are possible that have a much richer and more engaging potential for learners. This is transforming learning and opening up new avenues for both learners and those who are helping them learn. This book represents some of the leading edge thinking in this field and is highly recommended to academics and training practitioners.

Game-Based Learning

Author : Patrick Felicia
Publisher : Cambridge Scholars Publishing
Page : 280 pages
File Size : 41,6 Mb
Release : 2014-06-26
Category : Juvenile Nonfiction
ISBN : 9781443862431

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Game-Based Learning by Patrick Felicia Pdf

This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.

Digital Game-Based Learning

Author : Marc Prensky
Publisher : Paragon House
Page : 464 pages
File Size : 54,5 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.

Machine Learning Approaches for Improvising Modern Learning Systems

Author : Gulzar, Zameer,Leema, A. Anny
Publisher : IGI Global
Page : 336 pages
File Size : 43,5 Mb
Release : 2021-05-14
Category : Education
ISBN : 9781799850106

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Machine Learning Approaches for Improvising Modern Learning Systems by Gulzar, Zameer,Leema, A. Anny Pdf

Technology is currently playing a vital role in revolutionizing education systems and progressing academia into the digital age. Technological methods including data mining and machine learning are assisting with the discovery of new techniques for improving learning environments in regions across the world. As the educational landscape continues to rapidly transform, researchers and administrators need to stay up to date on the latest advancements in order to elevate the quality of teaching in their specific institutions. Machine Learning Approaches for Improvising Modern Learning Systems provides emerging research exploring the theoretical and practical aspects of technological enhancements in educational environments and the popularization of contemporary learning methods in developing countries. Featuring coverage on a broad range of topics such as game-based learning, intelligent tutoring systems, and course modelling, this book is ideally designed for researchers, scholars, administrators, policymakers, students, practitioners, and educators seeking current research on the digital transformation of educational institutions.

Research Anthology on Developments in Gamification and Game-Based Learning

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1971 pages
File Size : 55,7 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.

Aesthetics and Design for Game-based Learning

Author : Michele D. Dickey
Publisher : Routledge
Page : 184 pages
File Size : 47,8 Mb
Release : 2015-02-20
Category : Education
ISBN : 9781317961376

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Aesthetics and Design for Game-based Learning by Michele D. Dickey Pdf

Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on: player positioning game mechanics narrative design environment design character design. Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning.

Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices

Author : Connolly, Thomas,Stansfield, Mark,Boyle, Liz
Publisher : IGI Global
Page : 394 pages
File Size : 46,8 Mb
Release : 2009-05-31
Category : Education
ISBN : 9781605663616

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Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices by Connolly, Thomas,Stansfield, Mark,Boyle, Liz Pdf

Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.

ECGBL 2018 12th European Conference on Game-Based Learning

Author : Dr Melanie Ciussi
Publisher : Academic Conferences and publishing limited
Page : 128 pages
File Size : 55,8 Mb
Release : 2018-10-04
Category : Games & Activities
ISBN : 9781912764006

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ECGBL 2018 12th European Conference on Game-Based Learning by Dr Melanie Ciussi Pdf

Proceedings of the 17th European Conference on Game-Based Learning

Author : Ton Spil,Guido Bruinsma ,Luuk Collou
Publisher : Academic Conferences and publishing limited
Page : 950 pages
File Size : 48,8 Mb
Release : 2023-10-05
Category : Education
ISBN : 9781914587894

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Proceedings of the 17th European Conference on Game-Based Learning by Ton Spil,Guido Bruinsma ,Luuk Collou Pdf

These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.