Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills

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Publisher : IGI Global
ISBN 13 : 1799886476
Total Pages : 507 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills by : Rivera-Trigueros, Irene

Download or read book Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills written by Rivera-Trigueros, Irene and published by IGI Global. This book was released on 2022-02-11 with total page 507 pages. Available in PDF, EPUB and Kindle. Book excerpt: As new technologies and professional profiles emerge, traditional education paradigms have to be adapted to new scenarios, creating favorable conditions for promoting transversal skills among students. Consequently, there is a growing demand for training in emergent skills to solve problems of different natures, distributive leadership competencies, empathy, ability to control emotions, etc. In this sense, one of the challenges that educators of all different educational levels and training contexts have to face is to foster these skills in their courses. To overcome these obstacles, innovative and disruptive methodologies, such as game-based learning activities like escape rooms, can be a great ally for teachers to work on transversal skills and specific knowledge at the same time. The Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills gathers knowledge, skills, abilities, and capabilities on innovative and disruptive methodologies that can be applied in all educational levels to foster transversal skills. This publication contains different contributions focused on the description of innovative educational methods, processes, and tools that can be adopted by teachers to promote transversal skills such as creativity, critical thinking, decision-making, and entrepreneurial skills. This book is ideal for teachers, instructional designers, educational software developers, academics, professionals, students, and researchers working at all levels in the educational field and provides valuable background information to professionals who aim to overcome traditional paradigm obstacles and meet student needs by means of innovative and disruptive methodologies.

Using Disruptive Methodologies and Game-based Learning to Foster Transversal Skills

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Publisher :
ISBN 13 : 9781799886464
Total Pages : pages
Book Rating : 4.8/5 (864 download)

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Book Synopsis Using Disruptive Methodologies and Game-based Learning to Foster Transversal Skills by : Irene Rivera-Trigeuros

Download or read book Using Disruptive Methodologies and Game-based Learning to Foster Transversal Skills written by Irene Rivera-Trigeuros and published by . This book was released on 2022 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book gathers knowledges, skills, abilities, and capabilities on innovative and disruptive methodologies that can be applied in all educational levels to foster transversal skills including game-based learning (gamification, educational Escape Rooms, etc.), online learning environments, collaborative learning, and project-based learning"--

Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era

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Publisher : IGI Global
ISBN 13 : 1668459159
Total Pages : 532 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era by : Ordóñez de Pablos, Patricia

Download or read book Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era written by Ordóñez de Pablos, Patricia and published by IGI Global. This book was released on 2022-09-30 with total page 532 pages. Available in PDF, EPUB and Kindle. Book excerpt: The evolution of information technologies, mobile devices, social media, and the needs of students, workers, and academics has experienced rapid changes in the past several years. This complex and dynamic reality requires new forms of education delivery and teaching methodologies for academics. Old teaching practices must be refreshed to provide customized and context-adapted learning opportunities. Additionally, there are drivers, barriers, and success factors within distance and mobile learning devices and systems that need to be explored and tested. The Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era aims to foster an international dialogue of approaches, methodologies, and tools for the transformation of education in the digital era and broaden the visibility of new technologies for education, establish an international scientific platform for collaboration on digital education, and accelerate innovation in education technology. Covering critical topics such as faculty training, online teaching, and talent management, this major reference work is ideal for government officials, industry professionals, policymakers, researchers, scholars, academicians, 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.

Learning With Escape Rooms in Higher Education Online Environments

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Publisher : IGI Global
ISBN 13 : 1668460823
Total Pages : 376 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Learning With Escape Rooms in Higher Education Online Environments by : Santamaría Urbieta, Alexandra

Download or read book Learning With Escape Rooms in Higher Education Online Environments written by Santamaría Urbieta, Alexandra and published by IGI Global. This book was released on 2023-02-10 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teachers, professors, and educational professionals have the opportunity to create new, challenging, significant, and interactive learning experiences for today’s students. Escape rooms are growing in popularity as they provide numerous benefits and opportunities for learning; however, the use of escape rooms in higher education is not always taken seriously. Learning With Escape Rooms in Higher Education Online Environments proves that it is possible to take escape rooms to higher education with great results for both teachers and students by presenting different escape room proposals that are explained in detail with the instructions and materials used so that any teacher could replicate it in their subject. Covering key topics such as online learning, student learning, and computer science, this reference work is ideal for principals, industry professionals, researchers, scholars, practitioners, academicians, 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 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.

Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications

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Publisher : IGI Global
ISBN 13 : 1668486571
Total Pages : 395 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications by : Queirós, Ricardo

Download or read book Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications written by Queirós, Ricardo and published by IGI Global. This book was released on 2023-08-14 with total page 395 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications is a timely and groundbreaking book that addresses the challenges of engaging the digital generations in the teaching-learning process, intensified by the pandemic. Written by Ricardo Queirós, a renowned researcher in e-learning interoperability and programming languages, the book offers a unique perspective on using micro and adaptive learning approaches to create immersive and personalized environments that cater to the learning styles and paces of diverse students. The book covers innovative trends, tools, and applications that enable educators to implement pedagogical practices that enhance the teaching-learning experience. It explores topics such as artificial intelligence in education, adaptive hypermedia, differentiated instruction, and micro-gamification design, providing readers with practical tools to create personalized and immersive learning environments. This book is a valuable resource for professors of any domain, practitioners, and students pursuing education, as well as research scholars looking to expand their understanding of e-learning and pedagogical innovation. It is a must-read for anyone interested in the future of education and how digital technologies can be leveraged to create engaging and immersive learning environments.

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.

Handbook of Research on Coping Mechanisms for First-Year Students Transitioning to Higher Education

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Publisher : IGI Global
ISBN 13 : 1668469626
Total Pages : 515 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Handbook of Research on Coping Mechanisms for First-Year Students Transitioning to Higher Education by : Aloka, Peter Jo

Download or read book Handbook of Research on Coping Mechanisms for First-Year Students Transitioning to Higher Education written by Aloka, Peter Jo and published by IGI Global. This book was released on 2023-02-20 with total page 515 pages. Available in PDF, EPUB and Kindle. Book excerpt: Transitioning from secondary to higher education is not a natural step for many first-year students in higher education institutions. There is a considerable difference between being a student at school and university, and previous research has highlighted the difficulties faced by first-year university students during their transition phase. Higher education institutions and their departments acknowledge the challenges faced by new students, and they differ in their approach to coping with the issue; each seeks to find the most effective solution for its students. To reduce the withdrawal rate during the first year of college, higher education providers are expected to apply transition programs to help students transition. The Handbook of Research on Coping Mechanisms for First-Year Students Transitioning to Higher Education presents a comprehensive account of the dynamics in higher education institutions and culture shock for new students and analyzes models and theories of adjustment of new students in higher education institutions. Covering key topics such as gender, institutional support, and success factors, this reference work is ideal for administrators, higher education professionals, researchers, scholars, academicians, practitioners, instructors, and students.

Community Engagement in the Online Space

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Publisher : IGI Global
ISBN 13 : 1668451913
Total Pages : 388 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Community Engagement in the Online Space by : Dennis, Michelle

Download or read book Community Engagement in the Online Space written by Dennis, Michelle and published by IGI Global. This book was released on 2023-02-17 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since the advent of the internet, online communities have emerged as a way for users to share their common interests and connect with others with ease. As the possibilities of the online world grew and the COVID-19 pandemic raged across the world, many organizations recognized the utility in not only providing further services online, but also in transitioning operations typically fulfilled in-person to an online space. As society approaches a reality in which most community practices have moved to online spaces, it is essential that community leaders remain knowledgeable on the best practices in cultivating engagement. Community Engagement in the Online Space evaluates key issues and practices pertaining to community engagement in remote settings. It analyzes various community engagement efforts within remote education, online groups, and remote work. This book further reviews the best practices for community engagement and considerations for the optimization of these practices for effective virtual delivery to support emergency environmental challenges, such as pandemic conditions. Covering topics such as community belonging, global health virtual practicum, and social media engagement, this premier reference source is an excellent resource for program directors, faculty and administrators of both K-12 and higher education, students of higher education, business leaders and executives, IT professionals, online community moderators, librarians, researchers, and academicians.

Transformative Approaches to Patient Literacy and Healthcare Innovation

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Publisher : IGI Global
ISBN 13 :
Total Pages : 421 pages
Book Rating : 4.3/5 (693 download)

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Book Synopsis Transformative Approaches to Patient Literacy and Healthcare Innovation by : Garcia, Manuel B.

Download or read book Transformative Approaches to Patient Literacy and Healthcare Innovation written by Garcia, Manuel B. and published by IGI Global. This book was released on 2024-03-22 with total page 421 pages. Available in PDF, EPUB and Kindle. Book excerpt: The disconnect between technology and traditional practices poses a significant challenge. Many healthcare professionals and individuals struggle to navigate the influx of emerging technologies, hindering the full realization of their potential in revolutionizing health literacy and medical practice. The lack of cohesive understanding and integration of technologies like mobile applications, wearable devices, artificial intelligence, and telemedicine impedes the seamless delivery of healthcare services and obstructs individuals from actively managing their health. Transformative Approaches to Patient Literacy and Healthcare Innovation offers a comprehensive solution to bridge the gap between healthcare and technology. Delving into the dynamic fusion of these domains, it unravels the transformative power of technology applications, showcasing how they enhance health literacy and empower individuals to make informed decisions about their well-being. By providing insights into the integration of mobile health apps, electronic health records, extended reality, artificial intelligence, and more, the book equips readers with the knowledge needed to navigate the evolving healthcare landscape with confidence.

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

Teaching and learning in higher education: The role of emotion and cognition

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Author :
Publisher : Frontiers Media SA
ISBN 13 : 2832530354
Total Pages : 428 pages
Book Rating : 4.8/5 (325 download)

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Book Synopsis Teaching and learning in higher education: The role of emotion and cognition by : Jian-Hong Ye

Download or read book Teaching and learning in higher education: The role of emotion and cognition written by Jian-Hong Ye and published by Frontiers Media SA. This book was released on 2023-07-24 with total page 428 pages. Available in PDF, EPUB and Kindle. Book excerpt:

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.

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.

Assessment in Game-Based Learning

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 1461435463
Total Pages : 476 pages
Book Rating : 4.4/5 (614 download)

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Book Synopsis Assessment in Game-Based Learning by : Dirk Ifenthaler

Download or read book Assessment in Game-Based Learning written by Dirk Ifenthaler and published by Springer Science & Business Media. This book was released on 2012-06-13 with total page 476 pages. Available in PDF, EPUB and Kindle. Book excerpt: The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.