Handbook of Research on International Approaches and Practices for Gamifying Mathematics

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Publisher : IGI Global
ISBN 13 : 1799896625
Total Pages : 422 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on International Approaches and Practices for Gamifying Mathematics by : Huertas-Abril, Cristina A.

Download or read book Handbook of Research on International Approaches and Practices for Gamifying Mathematics written by Huertas-Abril, Cristina A. and published by IGI Global. This book was released on 2022-05-13 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game-based resources provide opportunities to consolidate and develop a greater knowledge and understanding of both mathematical concepts and numeracy skills, which present opportunities and challenges for both teachers and learners when engaging with subject content. For learners for whom the language of instruction is not their first or main language, this can present challenges and barriers to their progress. This requires teachers to reconsider and adapt their teaching strategies to ensure the needs of these learners are fully addressed, thereby promoting inclusion and inclusive practices. The Handbook of Research on International Approaches and Practices for Gamifying Mathematics provides relevant theoretical frameworks and the latest empirical research findings in teaching and learning mathematics in bilingual/plurilingual education by using active methodologies, specifically gamification and game-based learning and teaching. Covering a wide range of topics such as e-safety, bilingual education, and multimodal mathematics, this major reference work is ideal for policymakers, researchers, academicians, practitioners, scholars, instructors, and students.

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

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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.

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

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Publisher : IGI Global
ISBN 13 : 1668491672
Total Pages : 459 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Handbook of Research on Decision-Making Capabilities Improvement With Serious Games by : Correia, Anacleto

Download or read book Handbook of Research on Decision-Making Capabilities Improvement With Serious Games written by Correia, Anacleto and published by IGI Global. This book was released on 2023-07-10 with total page 459 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

Cases on Historical Thinking and Gamification in Social Studies and Humanities Education

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Publisher : IGI Global
ISBN 13 : 1668452413
Total Pages : 360 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Cases on Historical Thinking and Gamification in Social Studies and Humanities Education by : Martínez-Hita, María

Download or read book Cases on Historical Thinking and Gamification in Social Studies and Humanities Education written by Martínez-Hita, María and published by IGI Global. This book was released on 2022-06-30 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only justified by the epistemology of history itself, but also by the demand for a methodological change in education in general, making students active protagonists in the construction of their learning and based on the development of competencies. Further study on the potential use of gamification within social studies and humanities education is required to understand its benefits and challenges. Cases on Historical Thinking and Gamification in Social Studies and Humanities Education proposes and analyzes gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students' conceptions of history as a discipline and as a school subject. Covering key topics such as historical thinking, social sciences, video games, and mobile learning, this reference work is ideal for historians, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.

Research On STEM Education in the Digital Age

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Publisher : WTM-Verlag Münster
ISBN 13 : 3959872526
Total Pages : 210 pages
Book Rating : 4.9/5 (598 download)

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Book Synopsis Research On STEM Education in the Digital Age by : Matthias Ludwig

Download or read book Research On STEM Education in the Digital Age written by Matthias Ludwig and published by WTM-Verlag Münster. This book was released on with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: Supporting education through digital technology becomes increasingly important. Especially in the light of the Covid-19 pandemic, online teaching and learning has been increased massively. In these precarious times, multiple approaches have been developed to enable the delivery of online education. But also for the regular classroom setting, more and more technologies are developed and implemented in educational practice. This volume contains the papers presented at the Research On STEM Education in the Digital Age (ROSEDA) Conference, held in Porto, Portugal, in February 2023. The proceedings summarize and link theoretical consi-derations, practical experiences and ideas, and empirical research on the use of technology to enrich students’ learning. Hereby, the papers focus on the STEM subjects of Mathematics, Technology, Engineering and Mathematics. The ROSEDA Conference and its proceedings are part of the Erasmus+ Strategic Partnership ASYMPTOTE which is co-funded by the European Union.

Board Games in the CLIL Classroom

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110990911
Total Pages : 276 pages
Book Rating : 4.1/5 (19 download)

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Book Synopsis Board Games in the CLIL Classroom by : Thomai Alexiou

Download or read book Board Games in the CLIL Classroom written by Thomai Alexiou and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-12-18 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.

Encouraging Transnational Learning Through Virtual Exchange in Global Teacher Education

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Publisher : IGI Global
ISBN 13 : 1668478145
Total Pages : 447 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Encouraging Transnational Learning Through Virtual Exchange in Global Teacher Education by : Slapac, Alina

Download or read book Encouraging Transnational Learning Through Virtual Exchange in Global Teacher Education written by Slapac, Alina and published by IGI Global. This book was released on 2024-05-07 with total page 447 pages. Available in PDF, EPUB and Kindle. Book excerpt: The literature on higher education discusses globalization and internationalization in areas such as competencies, mobility, policies, and knowledge transfer. The COVID-19 pandemic and advancing educational technologies have prompted universities to rethink education, leading to innovative ways for teacher educators and students to connect and learn virtually. Educators and administrators are seeking to advance their teaching through intercultural partnerships and relevant models to improve the quality of education through international connections. The current global situation has also prompted the need to further knowledge of communication technologies. Encouraging Transnational Learning Through Virtual Exchange in Global Teacher Education aims to provide resources and recommendations for global teacher educators, practitioners, researchers, and pre-service and in-service teachers on developing international virtual exchange programs in teacher education. The book aims to showcase effective online pedagogies, provide practical values of online collaborative teaching and learning, and connect theory to practice in critical global citizenship, digital literacies, and teacher development. Led by educators and researchers in teacher education programs involved in virtual exchange partnerships and research, the book shares implications for teacher development with an international component based on shared studies. The book will be a resource for connecting international partners and efforts to internationalize institutions. Covering topics such as virtual exchanges, collaborative online international learning (COIL), telecollaboration, and global education, this book is ideal for international teachers, teacher trainers, students, and researchers interested in collaborative online international learning (COIL).

Articles in ITJEMAST V13(12) 2022

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Publisher : International Transaction Journal of Engineering, Management, & Applied Sciences & Technologies
ISBN 13 :
Total Pages : 233 pages
Book Rating : 4./5 ( download)

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Book Synopsis Articles in ITJEMAST V13(12) 2022 by :

Download or read book Articles in ITJEMAST V13(12) 2022 written by and published by International Transaction Journal of Engineering, Management, & Applied Sciences & Technologies. This book was released on with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Published articles in ITJEMAST V13(12) 2022

Gamification in Education: Breakthroughs in Research and Practice

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Publisher : IGI Global
ISBN 13 : 1522551999
Total Pages : 677 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Gamification in Education: Breakthroughs in Research and Practice by : Management Association, Information Resources

Download or read book Gamification in Education: Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-01-05 with total page 677 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Cross-disciplinary Uses of Gamification in Organizations

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Publisher :
ISBN 13 : 9781799892243
Total Pages : pages
Book Rating : 4.8/5 (922 download)

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Book Synopsis Cross-disciplinary Uses of Gamification in Organizations by : Oscar Bernardes

Download or read book Cross-disciplinary Uses of Gamification in Organizations written by Oscar Bernardes and published by . This book was released on 2022 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book looks at the field of Gamification for economic and social development while providing for further research opportunities in this dynamic and growing field with the goal of increasing the understanding of the importance of Gamification in the context of organizations' improvements, providing relevant academic work,and empirical research findings"--

Handbook of Research on Innovative Pedagogies and Best Practices in Teacher Education

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Publisher : IGI Global
ISBN 13 : 1522592334
Total Pages : 422 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Handbook of Research on Innovative Pedagogies and Best Practices in Teacher Education by : Keengwe, Jared

Download or read book Handbook of Research on Innovative Pedagogies and Best Practices in Teacher Education written by Keengwe, Jared and published by IGI Global. This book was released on 2019-07-05 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: Educators and those who prepare teachers are facing increased scrutiny on their practice that include pressures to demonstrate their effectiveness, meet the needs of changing demographics and students, and adapt to ever-changing learning environments. Thus, there is a need for innovative pedagogies and adoption of best practices to effectively serve the needs of digital learners. The Handbook of Research on Innovative Pedagogies and Best Practices in Teacher Education is an essential research book that takes an in-depth look at the methods by which educators are prepared to address shifting demographics and technologies in the classroom and provides strategies for focusing their curricula on diverse learning types. It takes a look at the use of innovative pedagogies and effective learning spaces in teacher education programs and the decisions behind them to enhance more inquiry learning, STEM initiatives, and prove more kinds of exploratory learning for students. Covering topics such as higher education, virtual reality, and inclusive education, this book is ideally designed for teachers, administrators, academicians, instructors, and researchers.

Handbook of Game-Based Learning

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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

Research Anthology on Developments in Gamification and Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1668437112
Total Pages : 1971 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Gamify Your Classroom

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Publisher : Peter Lang Incorporated, International Academic Publishers
ISBN 13 : 9781453914595
Total Pages : 0 pages
Book Rating : 4.9/5 (145 download)

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Book Synopsis Gamify Your Classroom by : Matthew Farber

Download or read book Gamify Your Classroom written by Matthew Farber and published by Peter Lang Incorporated, International Academic Publishers. This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.

Gamification in Education and Business

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Publisher : Springer
ISBN 13 : 9783319344300
Total Pages : 0 pages
Book Rating : 4.3/5 (443 download)

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Book Synopsis Gamification in Education and Business by : Torsten Reiners

Download or read book Gamification in Education and Business written by Torsten Reiners and published by Springer. This book was released on 2016-08-23 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.

Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education

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Publisher : IGI Global
ISBN 13 : 1799814807
Total Pages : 385 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education by : Keengwe, Jared

Download or read book Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education written by Keengwe, Jared and published by IGI Global. This book was released on 2019-12-13 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: As technology continues to develop and prove its importance in modern society, certain professions are acclimating. Aspects such as computer science and computational thinking are becoming essential areas of study. Implementing these subject areas into teaching practices is necessary for younger generations to adapt to the developing world. There is a critical need to examine the pedagogical implications of these technological skills and implement them into the global curriculum. The Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education is a collection of innovative research on the methods and applications of computer science curriculum development within primary and secondary education. While highlighting topics including pedagogical implications, comprehensive techniques, and teacher preparation models, this book is ideally designed for teachers, IT consultants, curriculum developers, instructional designers, educational software developers, higher education faculty, administrators, policymakers, researchers, and graduate students.

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.