Computer Games and Team and Individual Learning

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Publisher : Elsevier Science Limited
ISBN 13 : 9780080453439
Total Pages : 338 pages
Book Rating : 4.4/5 (534 download)

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Book Synopsis Computer Games and Team and Individual Learning by : Harry O'Neil

Download or read book Computer Games and Team and Individual Learning written by Harry O'Neil and published by Elsevier Science Limited. This book was released on 2007-10-02 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt: Documents research on the impact of computer games on the learning of adults. Designed for professionals in the gaming, simulation, assessment and evaluation, educational technology, and educational psychology communities, this book explores the use of computer game technology for teaching and measurement of learning in adults.

Computer Games and Instruction

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Publisher : IAP
ISBN 13 : 1617354104
Total Pages : 565 pages
Book Rating : 4.6/5 (173 download)

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Book Synopsis Computer Games and Instruction by : J. D. Fletcher

Download or read book Computer Games and Instruction written by J. D. Fletcher and published by IAP. This book was released on 2011-05-01 with total page 565 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.

Computer Games for Learning

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Publisher : MIT Press
ISBN 13 : 0262324512
Total Pages : 303 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Computer Games for Learning by : Richard E. Mayer

Download or read book Computer Games for Learning written by Richard E. Mayer and published by MIT Press. This book was released on 2014-07-18 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Learning Science Through Computer Games and Simulations

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Publisher : National Academies Press
ISBN 13 : 0309185238
Total Pages : 174 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Learning Science Through Computer Games and Simulations by : National Research Council

Download or read book Learning Science Through Computer Games and Simulations written by National Research Council and published by National Academies Press. This book was released on 2011-05-12 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Using Games and Simulations for Teaching and Assessment

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Author :
Publisher : Routledge
ISBN 13 : 1317814673
Total Pages : 312 pages
Book Rating : 4.3/5 (178 download)

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Book Synopsis Using Games and Simulations for Teaching and Assessment by : Harold F. O'Neil

Download or read book Using Games and Simulations for Teaching and Assessment written by Harold F. O'Neil and published by Routledge. This book was released on 2016-03-31 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.

Design and Implementation of Educational Games: Theoretical and Practical Perspectives

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Author :
Publisher : IGI Global
ISBN 13 : 1615207821
Total Pages : 540 pages
Book Rating : 4.6/5 (152 download)

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Book Synopsis Design and Implementation of Educational Games: Theoretical and Practical Perspectives by : Zemliansky, Pavel

Download or read book Design and Implementation of Educational Games: Theoretical and Practical Perspectives written by Zemliansky, Pavel and published by IGI Global. This book was released on 2010-04-30 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.

Serious Game Design and Development: Technologies for Training and Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1615207406
Total Pages : 382 pages
Book Rating : 4.6/5 (152 download)

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Book Synopsis Serious Game Design and Development: Technologies for Training and Learning by : Cannon-Bowers, Jan

Download or read book Serious Game Design and Development: Technologies for Training and Learning written by Cannon-Bowers, Jan and published by IGI Global. This book was released on 2010-02-28 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: "With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.

Universal Access in Human-Computer Interaction. Applications and Services

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 364202713X
Total Pages : 828 pages
Book Rating : 4.6/5 (42 download)

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Book Synopsis Universal Access in Human-Computer Interaction. Applications and Services by : Constantine Stephanidis

Download or read book Universal Access in Human-Computer Interaction. Applications and Services written by Constantine Stephanidis and published by Springer Science & Business Media. This book was released on 2009-07-14 with total page 828 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human-Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,397 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of the design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.

Handbook of Game-Based Learning

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Author :
Publisher : MIT Press
ISBN 13 : 0262356546
Total Pages : 601 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Handbook of Game-Based Learning by : Jan L. Plass

Download or read book Handbook of Game-Based Learning written by Jan L. Plass and published by MIT Press. This book was released on 2020-02-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Serious Games: The Challenge

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Author :
Publisher : Springer
ISBN 13 : 3642338143
Total Pages : 99 pages
Book Rating : 4.6/5 (423 download)

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Book Synopsis Serious Games: The Challenge by : Stefan De Wannemacker

Download or read book Serious Games: The Challenge written by Stefan De Wannemacker and published by Springer. This book was released on 2012-10-03 with total page 99 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Joint Conference of the Interdisciplinary Research Group on Technology, Education, Communication, and the Scientific Network on Critical and Flexible Thinking, held in Ghent, Belgium, in October 2011. The 12 papers in this volume represent extended versions of the 20 papers presented at the conference and selected from numerous submissions. The conference brought together scholars and researchers who study the use of serious games in educational settings from different perspectives, such as instructional design, domain specific didactics, cognitive and computer science.

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

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Author :
Publisher : IGI Global
ISBN 13 : 1668442884
Total Pages : 869 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Handbook of Research on the Influence and Effectiveness of Gamification in Education by : Bernardes, Oscar

Download or read book Handbook of Research on the Influence and Effectiveness of Gamification in Education written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-05-20 with total page 869 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

A Guide to Designing Curricular Games

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Publisher : Springer
ISBN 13 : 3319423932
Total Pages : 349 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis A Guide to Designing Curricular Games by : Janna Jackson Kellinger

Download or read book A Guide to Designing Curricular Games written by Janna Jackson Kellinger and published by Springer. This book was released on 2016-10-19 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.

The PSI Handbook of Virtual Environments for Training and Education

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 031335166X
Total Pages : 1441 pages
Book Rating : 4.3/5 (133 download)

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Book Synopsis The PSI Handbook of Virtual Environments for Training and Education by : Joseph V. Cohn

Download or read book The PSI Handbook of Virtual Environments for Training and Education written by Joseph V. Cohn and published by Bloomsbury Publishing USA. This book was released on 2008-11-30 with total page 1441 pages. Available in PDF, EPUB and Kindle. Book excerpt: The increasingly complex environment of the 21st century demands unprecedented knowledge, skills and abilities for people from all walks of life. One powerful solution that blends the science of learning with the technological advances of computing is Virtual Environments. In the United States alone, the Department of Defense has invested billions of dollars over the past decade to make this field and its developments as effective as possible. This 3-volume work provides, for the first time, comprehensive coverage of the many different domains that must be integrated for Virtual Environments to fully provide effective training and education. The first volume is dedicated to a thorough understanding of learning theory, requirements definition and performance measurement, providing insight into the human-centric specifications the VE must satisfy to succeed. Volume II provides the latest information on VE component technologies, and Volume III offers discussion of an extensive collection of integrated systems presented as VE use-cases, and results of effectiveness evaluation studies. The text includes emerging directions of this evolving technology, from cognitive rehabilitation to the next generation of museum exhibitions. Finally, the handbook offers a glimpse into the future with this fascinating technology. This groundbreaking set will interest students, scholars and researchers in the fields of military science, technology, computer science, business, law enforcement, cognitive psychology, education and health. Topics addressed include guidance and interventions using VE as a teaching tool, what to look for in terms of human-centered systems and components, and current training uses in the Navy, Army, Air Force and Marines. Game-based and long distance training are explained, as are particular challenges such as the emergence of VE sickness. Chapters also highlight the combination of VE and cybernetics, robotics and artificial intelligence.

Virtual, Augmented, and Mixed Realities in Education

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Publisher : Springer
ISBN 13 : 9811054908
Total Pages : 247 pages
Book Rating : 4.8/5 (11 download)

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Book Synopsis Virtual, Augmented, and Mixed Realities in Education by : Dejian Liu

Download or read book Virtual, Augmented, and Mixed Realities in Education written by Dejian Liu and published by Springer. This book was released on 2017-11-13 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes the current state of the art of various types of immersive learning: in research, in practice, and in the marketplace. It discusses advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in formal and informal learning. We are living in a time of rapid advances in terms of both the capabilities and the cost of virtual reality, multi-user virtual environments, and various forms of mixed reality. These new media potentially offer extraordinary opportunities for enhancing both motivation and learning across a range of subject areas, student developmental levels, and educational settings. With the development of practical and affordable virtual reality and mixed reality, people now have the chance to experience immersive learning both in classrooms and informally in homes, libraries, and community centers. The book appeals to a broad readership including teachers, administrators, scholars, policy makers, instructional designers, evaluators and industry leaders.

Advances in Web-Based Learning – ICWL 2013 Workshops

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Author :
Publisher : Springer
ISBN 13 : 3662463156
Total Pages : 291 pages
Book Rating : 4.6/5 (624 download)

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Book Synopsis Advances in Web-Based Learning – ICWL 2013 Workshops by : Dickson K. W. Chiu

Download or read book Advances in Web-Based Learning – ICWL 2013 Workshops written by Dickson K. W. Chiu and published by Springer. This book was released on 2015-01-21 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Workshops held at the ICWL 2013 International Conference on Web Based Learning in Kenting, Taiwan, in October 2013. The 29 papers presented were carefully reviewed and selected for inclusion in this volume. They were held at the following workshops: First International Workshop on Ubiquitous Social Learning, USL 2013; 2013 International Workshop on Smart Living and Learning, IWSLL 2013; Third International Symposium on Knowledge Management and e-Learning, KMEL 2013; 2013 International Workshop on Cloud Computing for Web-Based Learning, IWCL 2013; 2013 International Workshop on Web Intelligence and Learning; WIL 2013; and the 2013 International Workshop on e-book and Education Cloud, IWEEC 2013.

ECGBL 2019 13th European Conference on Game-Based Learning

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Author :
Publisher : Academic Conferences and publishing limited
ISBN 13 : 1912764377
Total Pages : pages
Book Rating : 4.9/5 (127 download)

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Book Synopsis ECGBL 2019 13th European Conference on Game-Based Learning by : Lars Elbæk

Download or read book ECGBL 2019 13th European Conference on Game-Based Learning written by Lars Elbæk and published by Academic Conferences and publishing limited. This book was released on 2019-10-03 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Handbook of Research on Effective Electronic Gaming in Education

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Author :
Publisher : IGI Global
ISBN 13 : 1599048116
Total Pages : 1762 pages
Book Rating : 4.5/5 (99 download)

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Book Synopsis Handbook of Research on Effective Electronic Gaming in Education by : Ferdig, Richard E.

Download or read book Handbook of Research on Effective Electronic Gaming in Education written by Ferdig, Richard E. and published by IGI Global. This book was released on 2008-07-31 with total page 1762 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.