Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 1

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Publisher : Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
ISBN 13 : 9781668449790
Total Pages : 700 pages
Book Rating : 4.4/5 (497 download)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 1 by : Carol-Ann Lane

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 1 written by Carol-Ann Lane and published by Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning. This book was released on 2021-12-13 with total page 700 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 2

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Publisher : Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
ISBN 13 : 9781668449806
Total Pages : 716 pages
Book Rating : 4.4/5 (498 download)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 2 by : Carol-Ann Lane

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 2 written by Carol-Ann Lane and published by Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning. This book was released on 2021-12-13 with total page 716 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

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Publisher : IGI Global
ISBN 13 : 1799872734
Total Pages : 958 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by : Lane, Carol-Ann

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning written by Lane, Carol-Ann and published by IGI Global. This book was released on 2022-01-07 with total page 958 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-based Learning

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Publisher :
ISBN 13 :
Total Pages : pages
Book Rating : 4.:/5 (129 download)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-based Learning by : Carol-Ann Lane

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-based Learning written by Carol-Ann Lane and published by . This book was released on 2022 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Acquiring 21st Century Literacy Skills Through Game-based Learning

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Publisher :
ISBN 13 : 9781799872726
Total Pages : pages
Book Rating : 4.8/5 (727 download)

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Book Synopsis Acquiring 21st Century Literacy Skills Through Game-based Learning by : Carol-Ann Lane

Download or read book Acquiring 21st Century Literacy Skills Through Game-based Learning written by Carol-Ann Lane and published by . This book was released on 2022 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book offers findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century, highlighting research in discovering new pedagogical boundaries by focusing on ways that youth learn from digital sources such as video games"--

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

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Author :
Publisher : Information Science Reference
ISBN 13 : 9781799872719
Total Pages : pages
Book Rating : 4.8/5 (727 download)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by : Carol-Ann Lane

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning written by Carol-Ann Lane and published by Information Science Reference. This book was released on 2022-01-07 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Handbook of Game-Based Learning

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Author :
Publisher : MIT Press
ISBN 13 : 0262043386
Total Pages : 601 pages
Book Rating : 4.2/5 (62 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

Game-Based Learning

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Publisher : Nova Science Publishers
ISBN 13 : 9781536119008
Total Pages : 0 pages
Book Rating : 4.1/5 (19 download)

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Book Synopsis Game-Based Learning by : Youngkyun Baek

Download or read book Game-Based Learning written by Youngkyun Baek and published by Nova Science Publishers. This book was released on 2017 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

ECGBL 2022 16th European Conference on Game-Based Learning

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Publisher : Academic Conferences and publishing limited
ISBN 13 : 1914587529
Total Pages : 842 pages
Book Rating : 4.9/5 (145 download)

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Book Synopsis ECGBL 2022 16th European Conference on Game-Based Learning by : Conceição Costa

Download or read book ECGBL 2022 16th European Conference on Game-Based Learning written by Conceição Costa and published by Academic Conferences and publishing limited. This book was released on 2022-10-06 with total page 842 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Gamification: Concepts, Methodologies, Tools, and Applications

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Publisher : IGI Global
ISBN 13 : 1466682019
Total Pages : 2250 pages
Book Rating : 4.4/5 (666 download)

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

Download or read book Gamification: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2015-03-31 with total page 2250 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Education for Life and Work

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Publisher : National Academies Press
ISBN 13 : 0309256496
Total Pages : 203 pages
Book Rating : 4.3/5 (92 download)

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Book Synopsis Education for Life and Work by : National Research Council

Download or read book Education for Life and Work written by National Research Council and published by National Academies Press. This book was released on 2013-01-18 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Americans have long recognized that investments in public education contribute to the common good, enhancing national prosperity and supporting stable families, neighborhoods, and communities. Education is even more critical today, in the face of economic, environmental, and social challenges. Today's children can meet future challenges if their schooling and informal learning activities prepare them for adult roles as citizens, employees, managers, parents, volunteers, and entrepreneurs. To achieve their full potential as adults, young people need to develop a range of skills and knowledge that facilitate mastery and application of English, mathematics, and other school subjects. At the same time, business and political leaders are increasingly asking schools to develop skills such as problem solving, critical thinking, communication, collaboration, and self-management - often referred to as "21st century skills." Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century describes this important set of key skills that increase deeper learning, college and career readiness, student-centered learning, and higher order thinking. These labels include both cognitive and non-cognitive skills- such as critical thinking, problem solving, collaboration, effective communication, motivation, persistence, and learning to learn. 21st century skills also include creativity, innovation, and ethics that are important to later success and may be developed in formal or informal learning environments. This report also describes how these skills relate to each other and to more traditional academic skills and content in the key disciplines of reading, mathematics, and science. Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century summarizes the findings of the research that investigates the importance of such skills to success in education, work, and other areas of adult responsibility and that demonstrates the importance of developing these skills in K-16 education. In this report, features related to learning these skills are identified, which include teacher professional development, curriculum, assessment, after-school and out-of-school programs, and informal learning centers such as exhibits and museums.

Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms

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Publisher : IGI Global
ISBN 13 : 1799884074
Total Pages : 805 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms by : Courtney-Dattola, Ashley

Download or read book Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms written by Courtney-Dattola, Ashley and published by IGI Global. This book was released on 2021-12-17 with total page 805 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teaching is a demanding profession as there is constant fluctuation and evolution. A portion of teaching is the ability to be able to adapt to various environments, especially shifting from in-person instruction to online practices. Over the last few years, early childhood and elementary school classrooms have been thrust into hybrid and remote learning environments, and it is vital that educators and institutions adapt to new practices and create various outlets for teachers to be able to more adequately reach their young audience. The Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms is a critical resource to assist teachers as they develop online teaching practices and work to cater to young students so that they can receive the strongest benefits from their education. Through coverage of topics such as hybrid learning and parental involvement, paired with sample lesson plans, course formats, concepts, ideas, and additional components to further the body of research pertaining to remote learning, this book is tremendously beneficial to administrators, researchers, academicians, practitioners, instructors, and students.

Digital Game-Based Learning

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Publisher : Paragon House
ISBN 13 : 9781557788634
Total Pages : 464 pages
Book Rating : 4.7/5 (886 download)

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Book Synopsis Digital Game-Based Learning by : Marc Prensky

Download or read book Digital Game-Based Learning written by Marc Prensky and published by Paragon House. This book was released on 2007-03-01 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 Research on Serious Games for Educational Applications

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Publisher : IGI Global
ISBN 13 : 1522505148
Total Pages : 524 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 524 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.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 233 pages
Book Rating : 4.4/5 (668 download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

22nd European Conference on e-Learning

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Publisher : Academic Conferences and publishing limited
ISBN 13 : 191458791X
Total Pages : 445 pages
Book Rating : 4.9/5 (145 download)

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Book Synopsis 22nd European Conference on e-Learning by : Shawren Singh

Download or read book 22nd European Conference on e-Learning written by Shawren Singh and published by Academic Conferences and publishing limited. This book was released on 2023-10-26 with total page 445 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 22nd European Conference on e-Learning (ECEL 2023), hosted by University of South Africa, Pretoria, South Africa on 26-27 October 2023. The Conference Co-Chairs Associate Professor Sarah Jane Johnston and Associate Professor Shawren Singh both from University of South Africa, Pretoria, South Africa. ECEL is now a well-established event on the academic research calendar and now in its 22nd 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. It is especially relevant that the conference is being hosted by UNISA this year as the university celebrates its 150th anniversary. UNISA has been a pioneer in first distance and now e-Learning. The conference will also host the final round of the 9th e-Learning Excellence Awards where innovate case histories will be presented. The opening keynote presentation is given by Professor Thenjiwe Meyiwa, Vice Principal for the Research, Postgraduate Studies, Innovation and Commercialisation at University of South Africa who will speak on, “The Role of African Feminisms in Shaping a Sustainable Future of Being and Learning”. An afternoon keynote on Thursday will be made by Dr Zolile Martin Mguda, University of South Africa on the topic of “ChatGPT: The first year”. The second day of the conference will open with an address by Dr Isabel Tarling, MD, Limina, South Africa with the title “Developing Digital Standards for Learning and Teaching in South Africa’s Schools”. With an initial submission of 100 abstracts, after the double blind, peer review process there are 45 Academic research papers, 3 PhD research papers and 1 Masters Research paper published in these Conference Proceedings. These papers represent research from Belgium, Canada, Chile, Czech Republic, France, Germany, Ghana, Greece, Hong Kong, Ireland, Japan, Malaysia, Mozambique, Norway, Oman, Perú, Poland, Portugal, Romania, Singapore, South Africa, Sri Lanka, Sweden, Switzerland, Turkey and the United Kingdom.

Serious Play

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Publisher : Routledge
ISBN 13 : 1134979118
Total Pages : 359 pages
Book Rating : 4.1/5 (349 download)

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Book Synopsis Serious Play by : Catherine Beavis

Download or read book Serious Play written by Catherine Beavis and published by Routledge. This book was released on 2017-05-08 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.