Interdisciplinary Models And Tools For Serious Games Emerging Concepts And Future Directions

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Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions

Author : Van Eck, Richard
Publisher : IGI Global
Page : 430 pages
File Size : 55,9 Mb
Release : 2010-03-31
Category : Education
ISBN : 9781615207206

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Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions by Van Eck, Richard Pdf

"This book discusses the need for interdisciplinary awareness in the study of games and learning"--Provided by publisher.

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2164 pages
File Size : 49,5 Mb
Release : 2010-11-30
Category : Games & Activities
ISBN : 9781609601966

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Gaming and Simulations: Concepts, Methodologies, Tools and Applications by Management Association, Information Resources Pdf

"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Gamification: Concepts, Methodologies, Tools, and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2211 pages
File Size : 45,9 Mb
Release : 2015-03-31
Category : Computers
ISBN : 9781466682016

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

Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Gaming and Cognition: Theories and Practice from the Learning Sciences

Author : Van Eck, Richard
Publisher : IGI Global
Page : 405 pages
File Size : 50,7 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.

Technology-Based Assessments for 21st Century Skills

Author : Gregory Schraw,Michael C. Mayrath,Jody Clarke-Midura,Daniel H. Robinson
Publisher : IAP
Page : 399 pages
File Size : 52,5 Mb
Release : 2012-03-01
Category : Technology & Engineering
ISBN : 9781617356346

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Technology-Based Assessments for 21st Century Skills by Gregory Schraw,Michael C. Mayrath,Jody Clarke-Midura,Daniel H. Robinson Pdf

Creative problem solving, collaboration, and technology fluency are core skills requisite of any nation’s workforce that strives to be competitive in the 21st Century. Teaching these types of skills is an economic imperative, and assessment is a fundamental component of any pedagogical program. Yet, measurement of these skills is complex due to the interacting factors associated with higher order thinking and multifaceted communication. Advances in assessment theory, educational psychology, and technology create an opportunity to innovate new methods of measuring students’ 21st Century Skills with validity, reliability, and scalability. In this book, leading scholars from multiple disciplines present their latest research on how to best measure complex knowledge, skills, and abilities using technology-based assessments. All authors discuss theoretical and practical implications from their research and outline their visions for the future of technology-based assessments.

Serious Games and Edutainment Applications

Author : Minhua Ma,Andreas Oikonomou
Publisher : Springer
Page : 702 pages
File Size : 48,7 Mb
Release : 2017-03-03
Category : Computers
ISBN : 9783319516455

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Serious Games and Edutainment Applications by Minhua Ma,Andreas Oikonomou Pdf

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Evaluating the Impact of Technology on Learning, Teaching, and Designing Curriculum: Emerging Trends

Author : Ng, Eugenia M. W.
Publisher : IGI Global
Page : 311 pages
File Size : 55,6 Mb
Release : 2012-01-31
Category : Education
ISBN : 9781466600331

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Evaluating the Impact of Technology on Learning, Teaching, and Designing Curriculum: Emerging Trends by Ng, Eugenia M. W. Pdf

"This book provides a forum for researchers and practitioners to discuss the current and potential impact of online learning and training and to formulate methodologies for the creation of effective learning systems"--Provided by publisher.

Handbook of Empirical Literary Studies

Author : Donald Kuiken,Arthur M. Jacobs
Publisher : Walter de Gruyter GmbH & Co KG
Page : 707 pages
File Size : 40,7 Mb
Release : 2021-09-20
Category : Literary Criticism
ISBN : 9783110644784

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Handbook of Empirical Literary Studies by Donald Kuiken,Arthur M. Jacobs Pdf

This handbook reviews efforts to increase the use of empirical methods in studies of the aesthetic and social effects of literary reading. The reviewed research is expansive, including extension of familiar theoretical models to novel domains (e.g., educational settings); enlarging empirical efforts within under-represented research areas (e.g., child development); and broadening the range of applicable quantitative and qualitative methods (e.g., computational stylistics; phenomenological methods). Especially challenging is articulation of the subtle aesthetic and social effects of literary artefacts (e.g., poetry, film). Increasingly, the complexity of these effects is addressed in multi-variate studies, including confirmatory factor analysis and structural equation modeling. While each chapter touches upon the historical background of a specific research topic, two chapters address the area’s historical background and guiding philosophical assumptions. Taken together, the material in this volume provides a systematic introduction to the area for early career professionals, while challenging active researchers to develop theoretical frameworks and empirical procedures that match the complexity of their research objectives.

Serious Games

Author : Tim Marsh,Minhua Ma,Manuel Fradinho Oliveira,Jannicke Baalsrud Hauge,Stefan Göbel
Publisher : Springer
Page : 308 pages
File Size : 50,9 Mb
Release : 2016-09-02
Category : Computers
ISBN : 9783319458410

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Serious Games by Tim Marsh,Minhua Ma,Manuel Fradinho Oliveira,Jannicke Baalsrud Hauge,Stefan Göbel Pdf

This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.

Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds

Author : Ferdig, Richard E.
Publisher : IGI Global
Page : 361 pages
File Size : 52,7 Mb
Release : 2013-05-31
Category : Education
ISBN : 9781466640191

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Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds by Ferdig, Richard E. Pdf

Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.

Assistive Technologies: Concepts, Methodologies, Tools, and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1724 pages
File Size : 41,6 Mb
Release : 2013-08-31
Category : Computers
ISBN : 9781466644236

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Assistive Technologies: Concepts, Methodologies, Tools, and Applications by Management Association, Information Resources Pdf

Individuals with disabilities often have difficulty accomplishing tasks, living independently, and utilizing information technologies; simple aspects of daily life taken for granted by non-disabled individuals. Assistive Technologies: Concepts, Methodologies, Tools, and Applications presents a comprehensive collection of research, developments, and knowledge on technologies that enable disabled individuals to function effectively and accomplish otherwise impossible tasks. These volumes serve as a crucial reference source for experts in fields as diverse as healthcare, information science, education, engineering, and human-computer interaction, with applications bridging multiple disciplines.

Encyclopedia of the Sciences of Learning

Author : Norbert M. Seel
Publisher : Springer Science & Business Media
Page : 3643 pages
File Size : 47,8 Mb
Release : 2011-10-05
Category : Education
ISBN : 9781441914279

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Encyclopedia of the Sciences of Learning by Norbert M. Seel Pdf

Over the past century, educational psychologists and researchers have posited many theories to explain how individuals learn, i.e. how they acquire, organize and deploy knowledge and skills. The 20th century can be considered the century of psychology on learning and related fields of interest (such as motivation, cognition, metacognition etc.) and it is fascinating to see the various mainstreams of learning, remembered and forgotten over the 20th century and note that basic assumptions of early theories survived several paradigm shifts of psychology and epistemology. Beyond folk psychology and its naïve theories of learning, psychological learning theories can be grouped into some basic categories, such as behaviorist learning theories, connectionist learning theories, cognitive learning theories, constructivist learning theories, and social learning theories. Learning theories are not limited to psychology and related fields of interest but rather we can find the topic of learning in various disciplines, such as philosophy and epistemology, education, information science, biology, and – as a result of the emergence of computer technologies – especially also in the field of computer sciences and artificial intelligence. As a consequence, machine learning struck a chord in the 1980s and became an important field of the learning sciences in general. As the learning sciences became more specialized and complex, the various fields of interest were widely spread and separated from each other; as a consequence, even presently, there is no comprehensive overview of the sciences of learning or the central theoretical concepts and vocabulary on which researchers rely. The Encyclopedia of the Sciences of Learning provides an up-to-date, broad and authoritative coverage of the specific terms mostly used in the sciences of learning and its related fields, including relevant areas of instruction, pedagogy, cognitive sciences, and especially machine learning and knowledge engineering. This modern compendium will be an indispensable source of information for scientists, educators, engineers, and technical staff active in all fields of learning. More specifically, the Encyclopedia provides fast access to the most relevant theoretical terms provides up-to-date, broad and authoritative coverage of the most important theories within the various fields of the learning sciences and adjacent sciences and communication technologies; supplies clear and precise explanations of the theoretical terms, cross-references to related entries and up-to-date references to important research and publications. The Encyclopedia also contains biographical entries of individuals who have substantially contributed to the sciences of learning; the entries are written by a distinguished panel of researchers in the various fields of the learning sciences.

Revolutionizing the Development of Library and Information Professionals: Planning for the Future

Author : Hines, Samantha Schmehl
Publisher : IGI Global
Page : 337 pages
File Size : 43,8 Mb
Release : 2013-10-31
Category : Language Arts & Disciplines
ISBN : 9781466646766

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Revolutionizing the Development of Library and Information Professionals: Planning for the Future by Hines, Samantha Schmehl Pdf

As more associations struggle with limited professional development funding, the opportunities for library and information experts to advance their skills are being examined in a more effective and cost-efficient manner. Revolutionizing the Development of Library and Information Professionals: Planning for the Future examines the future of library professional development by investigating the aspects that make these development events worthwhile. This book is essential for library association personnel, educational institutions, and management personnel in large library systems to aid in determining future trends in professional development opportunities for their staff.

Gamification for Human Factors Integration: Social, Education, and Psychological Issues

Author : Bishop, Jonathan
Publisher : IGI Global
Page : 362 pages
File Size : 44,7 Mb
Release : 2014-01-31
Category : Technology & Engineering
ISBN : 9781466650725

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Gamification for Human Factors Integration: Social, Education, and Psychological Issues by Bishop, Jonathan Pdf

With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.

Videogames Studies: Concepts, Cultures, and Communication

Author : Monica Evans
Publisher : BRILL
Page : 160 pages
File Size : 54,5 Mb
Release : 2020-04-14
Category : Social Science
ISBN : 9781848880597

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Videogames Studies: Concepts, Cultures, and Communication by Monica Evans Pdf

This volume reflects the discussions that occurred during the 2nd Global Conference on Videogame Cultures and the Future of Interactive Entertainment in July 2010. The chapters in this volume cover four primary topics: new frameworks for game studies and analysis, the various cultures surrounding gaming, questions of ethics and controversial...