ECGBL19 - Proceedings of the 13th European Conference on Game Based Learning

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Publisher : Acpil
ISBN 13 : 9781912764389
Total Pages : 1078 pages
Book Rating : 4.7/5 (643 download)

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Book Synopsis ECGBL19 - Proceedings of the 13th European Conference on Game Based Learning by : Lars Elbæk

Download or read book ECGBL19 - Proceedings of the 13th European Conference on Game Based Learning written by Lars Elbæk and published by Acpil. This book was released on 2019-09-13 with total page 1078 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 13th European Conference on Games Based Learning (ECGBL 2019), 3-4 October 2019, hosted by University of Southern Denmark in collaboration with the Maersk Mc-Kinney Moller Institute.

ECGBL 2019 13th European Conference on Game-Based Learning

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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:

ECGBL 2020 14th European Conference on Game-Based Learning

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Publisher : Academic Conferences limited
ISBN 13 : 1912764709
Total Pages : pages
Book Rating : 4.9/5 (127 download)

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Book Synopsis ECGBL 2020 14th European Conference on Game-Based Learning by : Panagiotis Fotaris

Download or read book ECGBL 2020 14th European Conference on Game-Based Learning written by Panagiotis Fotaris and published by Academic Conferences limited. This book was released on 2020-09-24 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

ECGBL2015-9th European Conference on Games Based Learning

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Publisher : Academic Conferences and publishing limited
ISBN 13 : 1910810584
Total Pages : 826 pages
Book Rating : 4.9/5 (18 download)

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Book Synopsis ECGBL2015-9th European Conference on Games Based Learning by : Robin Munkvold and Line Kolås

Download or read book ECGBL2015-9th European Conference on Games Based Learning written by Robin Munkvold and Line Kolås and published by Academic Conferences and publishing limited. This book was released on 2015-09-18 with total page 826 pages. Available in PDF, EPUB and Kindle. Book excerpt:

ECGBL2014-8th European Conference on Games Based Learning

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Publisher : Academic Conferences and Publishing International
ISBN 13 : 1910309559
Total Pages : pages
Book Rating : 4.9/5 (13 download)

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Book Synopsis ECGBL2014-8th European Conference on Games Based Learning by : Carsten Busch

Download or read book ECGBL2014-8th European Conference on Games Based Learning written by Carsten Busch and published by Academic Conferences and Publishing International. This book was released on 2014-11-11 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

10th European Conference on Games Based Learning

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Publisher : Academic Conferences and publishing limited
ISBN 13 : 1911218093
Total Pages : pages
Book Rating : 4.9/5 (112 download)

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Book Synopsis 10th European Conference on Games Based Learning by :

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

ECGBL2013-Proceedings of the 6th European Conference on Games Based Learning

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Publisher : Academic Conferences Limited
ISBN 13 : 1908272694
Total Pages : 678 pages
Book Rating : 4.9/5 (82 download)

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Book Synopsis ECGBL2013-Proceedings of the 6th European Conference on Games Based Learning by : Patrick Felicia

Download or read book ECGBL2013-Proceedings of the 6th European Conference on Games Based Learning written by Patrick Felicia and published by Academic Conferences Limited. This book was released on 2012 with total page 678 pages. Available in PDF, EPUB and Kindle. Book excerpt:

ECGBL 2018 12th European Conference on Game-Based Learning

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Publisher : Academic Conferences and publishing limited
ISBN 13 : 1912764008
Total Pages : pages
Book Rating : 4.9/5 (127 download)

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Book Synopsis ECGBL 2018 12th European Conference on Game-Based Learning by : Dr Melanie Ciussi

Download or read book ECGBL 2018 12th European Conference on Game-Based Learning written by Dr Melanie Ciussi and published by Academic Conferences and publishing limited. This book was released on 2018-10-04 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Proceedings of the 11th European Conference on Game-Based Learning

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Publisher : Acpil
ISBN 13 : 9781911218562
Total Pages : 1008 pages
Book Rating : 4.2/5 (185 download)

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Book Synopsis Proceedings of the 11th European Conference on Game-Based Learning by : Maja Pivec

Download or read book Proceedings of the 11th European Conference on Game-Based Learning written by Maja Pivec and published by Acpil. This book was released on 2017 with total page 1008 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of researchers participating in the 11th European Conference on Games-Based Learning, which is being hosted this year by FH JOANNEUM University of Applied Sciences, Graz, Austria on the 5-6 October 2017. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like minded individuals to meet, discuss and share knowledge in an ever evolving area of research. ECGBL continues to develop, and the wide range of papers and topics will ensure an interesting two-day conference. The conference this year will be opened with a keynote presentation by JÖrg HofstÄtter from ovos (http: //www.ovos.at) on the topic of "Experiences of a Serious Games Developer". The second day of the conference will begin with a keynote speech given by Carlo Perrotta and Dr. Mata Haggis who will be addressing "The serious business of leisure, and the leisure of serious business: the changing discourses of video games." As well as these insightful conference keynotes, another highlight of the conference is a round table initiated and organised by the Gaming Horizons team (http: //www.gaminghorizons.eu/). In addition to the presentations of research we are delighted to host the fifth year of the International Educational Game Competition (IEGC), which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. With an initial submission of 68 games, 16 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. Due to the increasing number of applications to the competition each year, we have introduced a separate competition for games in early prototype and testing stages. We have called this the Games in Development Competition and 16 finalists will present their games in a Pecha Kucha style session. With an initial submission of 208 abstracts, after the double blind peer review process, there are 94 research papers, 13 PhD research papers, 5 Masters research papers, 2 non-academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research more than 40 countries, including Austria, Belgium, Brazil, Canada, China, Cyprus, Czech Republic, Denmark, Ecuador, Estonia, Finland, France, Germany, Ghana, Greece, Hong Kong, India, Indonesia, Iran, Ireland, Italy, Japan, Lithuania, Malaysia, Malta, Nigeria, Norway, Portugal, Russia, Serbia, Singapore, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, The Netherlands, Tunisia, UK and USA.

6th European Conference on Games Based Learning

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Publisher : Academic Pub. International
ISBN 13 : 9781908272881
Total Pages : 678 pages
Book Rating : 4.2/5 (728 download)

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Book Synopsis 6th European Conference on Games Based Learning by : Patrick Felicia

Download or read book 6th European Conference on Games Based Learning written by Patrick Felicia and published by Academic Pub. International. This book was released on 2014-05-28 with total page 678 pages. Available in PDF, EPUB and Kindle. Book excerpt: Proceedings of the 6th European Conference on Games Based Learning, in Cork, Ireland, on 4-5 October 2011

Unreal Game Development

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Publisher : CRC Press
ISBN 13 : 1439871221
Total Pages : 500 pages
Book Rating : 4.4/5 (398 download)

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Book Synopsis Unreal Game Development by : Ashish Amresh

Download or read book Unreal Game Development written by Ashish Amresh and published by CRC Press. This book was released on 2010-08-03 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Unreal Engine 3, the authors teach aspiring game makers the fundamentals of designing a computer game. The only prerequisite is a basic working knowledge of computers and a desire to build an original game. To get the most out of the book, the authors recommend gathering up some friends and working through the book together as a team and with time limits, mimicking the key elements of real world commercial game development. This book mirrors the curriculum used at CampGame, a six week summer program organized for high school students at The New York University and Arizona State University that has been running successfully for over five years. Students enter with no prior knowledge of game making whatsoever, and through the course of six intensive weeks, they finish as teams of budding game developers who have already completed fully functional games with their own designs, code, and art. Unreal® is a registered trademark of Epic Games, Inc. Copyright in the Unreal Development Kit, Unreal Tournament, and Unreal Engine 3 is owned by Epic Games. Content of those programs included in screen shots in this book is copyrighted by Epic Games and used with the permission of Epic Games.

How Deaf Children Learn

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Publisher : OUP USA
ISBN 13 : 0195389751
Total Pages : 167 pages
Book Rating : 4.1/5 (953 download)

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Book Synopsis How Deaf Children Learn by : Marc Marschark

Download or read book How Deaf Children Learn written by Marc Marschark and published by OUP USA. This book was released on 2011-12 with total page 167 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, renowned authorities Marschark and Hauser explain how empirical research conducted over the last several years directly informs educational practices at home and in the classroom, and offer strategies that parents and teachers can use to promote optimal learning in their deaf and hard-of-hearing children.

Digital Games and Mathematics Learning

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Publisher : Springer
ISBN 13 : 9401795177
Total Pages : 309 pages
Book Rating : 4.4/5 (17 download)

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Book Synopsis Digital Games and Mathematics Learning by : Tom Lowrie

Download or read book Digital Games and Mathematics Learning written by Tom Lowrie and published by Springer. This book was released on 2015-10-05 with total page 309 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.

Beyond Choices

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Publisher : MIT Press
ISBN 13 : 0262019787
Total Pages : 189 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Beyond Choices by : Miguel Sicart

Download or read book Beyond Choices written by Miguel Sicart and published by MIT Press. This book was released on 2013-09-06 with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.

Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being

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Publisher : Springer
ISBN 13 : 3319206842
Total Pages : 737 pages
Book Rating : 4.3/5 (192 download)

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Book Synopsis Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being by : Margherita Antona

Download or read book Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being written by Margherita Antona and published by Springer. This book was released on 2015-07-18 with total page 737 pages. Available in PDF, EPUB and Kindle. Book excerpt: The four LNCS volume set 9175-9178 constitutes the refereed proceedings of the 9th International Conference on Learning and Collaboration Technologies, UAHCI 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, in Los Angeles, CA, USA in August 2015, jointly with 15 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers of the four volume set address the following major topics: LNCS 9175, Universal Access in Human-Computer Interaction: Access to today's technologies (Part I), addressing the following major topics: LNCS 9175: Design and evaluation methods and tools for universal access, universal access to the web, universal access to mobile interaction, universal access to information, communication and media. LNCS 9176: Gesture-based interaction, touch-based and haptic Interaction, visual and multisensory experience, sign language technologies and smart and assistive environments LNCS 9177: Universal Access to Education, universal access to health applications and services, games for learning and therapy, and cognitive disabilities and cognitive support and LNCS 9178: Universal access to culture, orientation, navigation and driving, accessible security and voting, universal access to the built environment and ergonomics and universal access.

Educating for the 21st Century

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Publisher : Springer
ISBN 13 : 9811016739
Total Pages : 490 pages
Book Rating : 4.8/5 (11 download)

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Book Synopsis Educating for the 21st Century by : Suzanne Choo

Download or read book Educating for the 21st Century written by Suzanne Choo and published by Springer. This book was released on 2016-10-20 with total page 490 pages. Available in PDF, EPUB and Kindle. Book excerpt: All over the world, governments, policymakers, and educators are advocating the need to educate students for the 21st first century. This book provides insights into what this means and the ways 21st century education is theorized and implemented in practice. The first part, “Perspectives: Mapping our futures-in-the-making,” uncovers the contradictions, tensions and processes that shape 21st century education discourses. The second part, “Policies: Constructing the future through policymaking,” discusses how 21st century education is translated into policies and the resulting tensions that emerge from top-down, state sanctioned policies and bottom-up initiatives. The third part, “Practices: Enacting the Future in Local Contexts,” discusses on-the-ground initiatives that schools in various countries around the world enact to educate their students for the 21st century. This volume includes contributions from leading scholars in the field as well as educators from schools and those working with schools.

Handbook of Research on Serious Games for Educational Applications

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Publisher : IGI Global
ISBN 13 : 1522505148
Total Pages : 496 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Handbook of Research on Serious Games for Educational Applications by : Zheng, Robert

Download or read book Handbook of Research on Serious Games for Educational Applications written by Zheng, Robert and published by IGI Global. This book was released on 2016-08-01 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.