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Interdisciplinary Models And Tools For Serious Games Emerging Concepts And Future Directions
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Book Synopsis Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions by : Van Eck, Richard
Download or read book Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions written by Van Eck, Richard and published by IGI Global. This book was released on 2010-03-31 with total page 430 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book discusses the need for interdisciplinary awareness in the study of games and learning"--Provided by publisher.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1609601963 Total Pages :2164 pages Book Rating :4.6/5 (96 download)
Book Synopsis Gaming and Simulations: Concepts, Methodologies, Tools and Applications by : Management Association, Information Resources
Download or read book Gaming and Simulations: Concepts, Methodologies, Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2010-11-30 with total page 2164 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1466682019 Total Pages :2250 pages Book Rating :4.4/5 (666 download)
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.
Book Synopsis Gaming and Cognition: Theories and Practice from the Learning Sciences by : Van Eck, Richard
Download or read book Gaming and Cognition: Theories and Practice from the Learning Sciences written by Van Eck, Richard and published by IGI Global. This book was released on 2010-05-31 with total page 405 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.
Book Synopsis Technology-Based Assessments for 21st Century Skills by : Gregory Schraw
Download or read book Technology-Based Assessments for 21st Century Skills written by Gregory Schraw and published by IAP. This book was released on 2012-03-01 with total page 397 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creative problem solving, collaboration, and technology fluency are core skills requisite of any nation’s workforce that strives to be competitive in the 21st Century. Teaching these types of skills is an economic imperative, and assessment is a fundamental component of any pedagogical program. Yet, measurement of these skills is complex due to the interacting factors associated with higher order thinking and multifaceted communication. Advances in assessment theory, educational psychology, and technology create an opportunity to innovate new methods of measuring students’ 21st Century Skills with validity, reliability, and scalability. In this book, leading scholars from multiple disciplines present their latest research on how to best measure complex knowledge, skills, and abilities using technology-based assessments. All authors discuss theoretical and practical implications from their research and outline their visions for the future of technology-based assessments.
Book Synopsis Serious Games and Edutainment Applications by : Minhua Ma
Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2017-03-03 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Book Synopsis Evaluating the Impact of Technology on Learning, Teaching, and Designing Curriculum: Emerging Trends by : Ng, Eugenia M. W.
Download or read book Evaluating the Impact of Technology on Learning, Teaching, and Designing Curriculum: Emerging Trends written by Ng, Eugenia M. W. and published by IGI Global. This book was released on 2012-01-31 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book provides a forum for researchers and practitioners to discuss the current and potential impact of online learning and training and to formulate methodologies for the creation of effective learning systems"--Provided by publisher.
Download or read book Serious Games written by Tim Marsh and published by Springer. This book was released on 2016-09-02 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.
Book Synopsis Handbook of Empirical Literary Studies by : Donald Kuiken
Download or read book Handbook of Empirical Literary Studies written by Donald Kuiken and published by Walter de Gruyter GmbH & Co KG. This book was released on 2021-09-20 with total page 707 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handbook reviews efforts to increase the use of empirical methods in studies of the aesthetic and social effects of literary reading. The reviewed research is expansive, including extension of familiar theoretical models to novel domains (e.g., educational settings); enlarging empirical efforts within under-represented research areas (e.g., child development); and broadening the range of applicable quantitative and qualitative methods (e.g., computational stylistics; phenomenological methods). Especially challenging is articulation of the subtle aesthetic and social effects of literary artefacts (e.g., poetry, film). Increasingly, the complexity of these effects is addressed in multi-variate studies, including confirmatory factor analysis and structural equation modeling. While each chapter touches upon the historical background of a specific research topic, two chapters address the area’s historical background and guiding philosophical assumptions. Taken together, the material in this volume provides a systematic introduction to the area for early career professionals, while challenging active researchers to develop theoretical frameworks and empirical procedures that match the complexity of their research objectives.
Book Synopsis Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds by : Ferdig, Richard E.
Download or read book Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds written by Ferdig, Richard E. and published by IGI Global. This book was released on 2013-05-31 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.
Book Synopsis Encyclopedia of the Sciences of Learning by : Norbert M. Seel
Download or read book Encyclopedia of the Sciences of Learning written by Norbert M. Seel and published by Springer Science & Business Media. This book was released on 2011-10-05 with total page 3643 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the past century, educational psychologists and researchers have posited many theories to explain how individuals learn, i.e. how they acquire, organize and deploy knowledge and skills. The 20th century can be considered the century of psychology on learning and related fields of interest (such as motivation, cognition, metacognition etc.) and it is fascinating to see the various mainstreams of learning, remembered and forgotten over the 20th century and note that basic assumptions of early theories survived several paradigm shifts of psychology and epistemology. Beyond folk psychology and its naïve theories of learning, psychological learning theories can be grouped into some basic categories, such as behaviorist learning theories, connectionist learning theories, cognitive learning theories, constructivist learning theories, and social learning theories. Learning theories are not limited to psychology and related fields of interest but rather we can find the topic of learning in various disciplines, such as philosophy and epistemology, education, information science, biology, and – as a result of the emergence of computer technologies – especially also in the field of computer sciences and artificial intelligence. As a consequence, machine learning struck a chord in the 1980s and became an important field of the learning sciences in general. As the learning sciences became more specialized and complex, the various fields of interest were widely spread and separated from each other; as a consequence, even presently, there is no comprehensive overview of the sciences of learning or the central theoretical concepts and vocabulary on which researchers rely. The Encyclopedia of the Sciences of Learning provides an up-to-date, broad and authoritative coverage of the specific terms mostly used in the sciences of learning and its related fields, including relevant areas of instruction, pedagogy, cognitive sciences, and especially machine learning and knowledge engineering. This modern compendium will be an indispensable source of information for scientists, educators, engineers, and technical staff active in all fields of learning. More specifically, the Encyclopedia provides fast access to the most relevant theoretical terms provides up-to-date, broad and authoritative coverage of the most important theories within the various fields of the learning sciences and adjacent sciences and communication technologies; supplies clear and precise explanations of the theoretical terms, cross-references to related entries and up-to-date references to important research and publications. The Encyclopedia also contains biographical entries of individuals who have substantially contributed to the sciences of learning; the entries are written by a distinguished panel of researchers in the various fields of the learning sciences.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1466644230 Total Pages :1724 pages Book Rating :4.4/5 (666 download)
Book Synopsis Assistive Technologies: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources
Download or read book Assistive Technologies: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2013-08-31 with total page 1724 pages. Available in PDF, EPUB and Kindle. Book excerpt: Individuals with disabilities often have difficulty accomplishing tasks, living independently, and utilizing information technologies; simple aspects of daily life taken for granted by non-disabled individuals. Assistive Technologies: Concepts, Methodologies, Tools, and Applications presents a comprehensive collection of research, developments, and knowledge on technologies that enable disabled individuals to function effectively and accomplish otherwise impossible tasks. These volumes serve as a crucial reference source for experts in fields as diverse as healthcare, information science, education, engineering, and human-computer interaction, with applications bridging multiple disciplines.
Book Synopsis Gamification for Human Factors Integration: Social, Education, and Psychological Issues by : Bishop, Jonathan
Download or read book Gamification for Human Factors Integration: Social, Education, and Psychological Issues written by Bishop, Jonathan and published by IGI Global. This book was released on 2014-01-31 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.
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 318 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.
Book Synopsis Revolutionizing the Development of Library and Information Professionals: Planning for the Future by : Hines, Samantha Schmehl
Download or read book Revolutionizing the Development of Library and Information Professionals: Planning for the Future written by Hines, Samantha Schmehl and published by IGI Global. This book was released on 2013-10-31 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: As more associations struggle with limited professional development funding, the opportunities for library and information experts to advance their skills are being examined in a more effective and cost-efficient manner. Revolutionizing the Development of Library and Information Professionals: Planning for the Future examines the future of library professional development by investigating the aspects that make these development events worthwhile. This book is essential for library association personnel, educational institutions, and management personnel in large library systems to aid in determining future trends in professional development opportunities for their staff.
Book Synopsis Videogames Studies: Concepts, Cultures, and Communication by : Monica Evans
Download or read book Videogames Studies: Concepts, Cultures, and Communication written by Monica Evans and published by BRILL. This book was released on 2020-04-14 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume reflects the discussions that occurred during the 2nd Global Conference on Videogame Cultures and the Future of Interactive Entertainment in July 2010. The chapters in this volume cover four primary topics: new frameworks for game studies and analysis, the various cultures surrounding gaming, questions of ethics and controversial...
Book Synopsis Gender Considerations and Influence in the Digital Media and Gaming Industry by : Prescott, Julie
Download or read book Gender Considerations and Influence in the Digital Media and Gaming Industry written by Prescott, Julie and published by IGI Global. This book was released on 2014-06-30 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.