Research Anthology on Developments in Gamification and Game-Based Learning, VOL 3

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Publisher : Research Anthology on Developments in Gamification and Game-Based Learning
ISBN 13 : 9781668446645
Total Pages : 560 pages
Book Rating : 4.4/5 (466 download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning, VOL 3 by : INFORMATION RESOURCES MANAGEMENT ASSOCIATION.

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning, VOL 3 written by INFORMATION RESOURCES MANAGEMENT ASSOCIATION. and published by Research Anthology on Developments in Gamification and Game-Based Learning. This book was released on 2021-11-22 with total page 560 pages. Available in PDF, EPUB and Kindle. Book excerpt:

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.

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 4

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Publisher : Research Anthology on Developments in Gamification and Game-Based Learning
ISBN 13 : 9781668446652
Total Pages : 544 pages
Book Rating : 4.4/5 (466 download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning, VOL 4 by : INFORMATION RESOURCES MANAGEMENT ASSOCIATION.

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning, VOL 4 written by INFORMATION RESOURCES MANAGEMENT ASSOCIATION. and published by Research Anthology on Developments in Gamification and Game-Based Learning. This book was released on 2021-11-22 with total page 544 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 2

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Publisher : Research Anthology on Developments in Gamification and Game-Based Learning
ISBN 13 : 9781668446638
Total Pages : 516 pages
Book Rating : 4.4/5 (466 download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning, VOL 2 by : INFORMATION RESOURCES MANAGEMENT ASSOCIATION.

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning, VOL 2 written by INFORMATION RESOURCES MANAGEMENT ASSOCIATION. and published by Research Anthology on Developments in Gamification and Game-Based Learning. This book was released on 2021-11-22 with total page 516 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 1

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Publisher : Research Anthology on Developments in Gamification and Game-Based Learning
ISBN 13 : 9781668446621
Total Pages : 536 pages
Book Rating : 4.4/5 (466 download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning, VOL 1 by : INFORMATION RESOURCES MANAGEMENT ASSOCIATION.

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning, VOL 1 written by INFORMATION RESOURCES MANAGEMENT ASSOCIATION. and published by Research Anthology on Developments in Gamification and Game-Based Learning. This book was released on 2021-11-22 with total page 536 pages. Available in PDF, EPUB and Kindle. Book excerpt:

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.

Proceedings of the 17th European Conference on Game-Based Learning

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Publisher : Academic Conferences and publishing limited
ISBN 13 : 1914587898
Total Pages : 950 pages
Book Rating : 4.9/5 (145 download)

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Book Synopsis Proceedings of the 17th European Conference on Game-Based Learning by : Ton Spil

Download or read book Proceedings of the 17th European Conference on Game-Based Learning written by Ton Spil and published by Academic Conferences and publishing limited. This book was released on 2023-10-05 with total page 950 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th 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. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

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 Early Childhood Development and School Transition in the Digital Era

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Publisher : IGI Global
ISBN 13 : 1668474697
Total Pages : 1144 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Early Childhood Development and School Transition in the Digital Era by : Management Association, Information Resources

Download or read book Research Anthology on Early Childhood Development and School Transition in the Digital Era written by Management Association, Information Resources and published by IGI Global. This book was released on 2022-12-12 with total page 1144 pages. Available in PDF, EPUB and Kindle. Book excerpt: In today’s digital world, it is critical to ensure technology is utilized appropriately and best practices for adoption are continuously updated, particularly when it comes to education. New technologies provide myriad opportunities for improvement within early childhood development; however, further study is required to fully understand the different tactics and strategies. The Research Anthology on Early Childhood Development and School Transition in the Digital Era considers how technology can assist with the development of young children and identifies different technologies that should be utilized within education for the benefit of students. Covering key topics such as instructional design, learning, literacy, and technology, this major reference work is ideal for administrators, principals, researchers, scholars, practitioners, academicians, instructors, and students.

Research Anthology on Developing Critical Thinking Skills in Students

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Publisher : IGI Global
ISBN 13 : 1799830233
Total Pages : 1537 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Research Anthology on Developing Critical Thinking Skills in Students by : Management Association, Information Resources

Download or read book Research Anthology on Developing Critical Thinking Skills in Students written by Management Association, Information Resources and published by IGI Global. This book was released on 2020-10-02 with total page 1537 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learning strategies for critical thinking are a vital part of today’s curriculum as students have few additional opportunities to learn these skills outside of school environments. Therefore, it is essential that educators be given practical strategies for improving their critical thinking skills as well as methods to effectively provide critical thinking skills to their students. The Research Anthology on Developing Critical Thinking Skills in Students is a vital reference source that helps to shift and advance the debate on how critical thinking should be taught and offers insights into the significance of critical thinking and its effective integration as a cornerstone of the educational system. Highlighting a range of topics such as discourse analysis, skill assessment and measurement, and critical analysis techniques, this multi-volume book is ideally designed for teachers/instructors, instructional designers, curriculum developers, education professionals, administrators, policymakers, researchers, and academicians.

Game-Based Learning and the Power of Play

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Publisher : Cambridge Scholars Publishing
ISBN 13 : 1443898414
Total Pages : 275 pages
Book Rating : 4.4/5 (438 download)

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Book Synopsis Game-Based Learning and the Power of Play by : Pauline Rooney

Download or read book Game-Based Learning and the Power of Play written by Pauline Rooney and published by Cambridge Scholars Publishing. This book was released on 2016-08-17 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.

Assessment in Game-Based Learning

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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.

Sustainable Blended Learning in STEM Education for Students with Additional Needs

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Publisher : Springer Nature
ISBN 13 : 9819934974
Total Pages : 353 pages
Book Rating : 4.8/5 (199 download)

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Book Synopsis Sustainable Blended Learning in STEM Education for Students with Additional Needs by : Neelu Jyothi Ahuja

Download or read book Sustainable Blended Learning in STEM Education for Students with Additional Needs written by Neelu Jyothi Ahuja and published by Springer Nature. This book was released on 2023-08-24 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book comprehensively covers sustainable blended learning approach in each of the STEM (science, technology, engineering and mathematics) disciplines. The book also includes the compilation of detailed concepts of blended learning ranging from definition, need, features, models, advantages and disadvantages and comparisons with traditional face-to-face learning. Sustainable blended learning in K-12 education has an immense role as foundation to learning for students in their early education. Fostering creativity and inculcating problem solving and critical thinking skills are the integral aspect of STEM education, which encourages students to pursue them to for their future careers. This book presents recent practices taken by experts at various levels to promote education in STEM. Furthermore, impact over teacher–student relationships is analyzed. Lastly, sustainable frameworks, strategies and implementation to incorporate students with additional needs are explored.

Gamification in Learning and Education

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Publisher : Springer
ISBN 13 : 3319472836
Total Pages : 159 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Gamification in Learning and Education by : Sangkyun Kim

Download or read book Gamification in Learning and Education written by Sangkyun Kim and published by Springer. This book was released on 2017-09-19 with total page 159 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Design, Motivation, and Frameworks in Game-Based Learning

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Publisher : IGI Global
ISBN 13 : 1522560270
Total Pages : 306 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Design, Motivation, and Frameworks in Game-Based Learning by : Tan, Wee Hoe

Download or read book Design, Motivation, and Frameworks in Game-Based Learning written by Tan, Wee Hoe and published by IGI Global. This book was released on 2018-07-13 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.

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.

Proceedings of the 8th International Conference on Communication and Media 2022 (i-COME 22)

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Publisher : Springer Nature
ISBN 13 : 238476098X
Total Pages : 571 pages
Book Rating : 4.3/5 (847 download)

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Book Synopsis Proceedings of the 8th International Conference on Communication and Media 2022 (i-COME 22) by : Adibah Ismail

Download or read book Proceedings of the 8th International Conference on Communication and Media 2022 (i-COME 22) written by Adibah Ismail and published by Springer Nature. This book was released on 2023-10-01 with total page 571 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is an open access book.We would like to welcome you to the official website of the 8th International Conference on Communication and Media 2022 (i-COME’22). This biennial event is organized by the Department of Communication, School of Multimedia Technology and Communication, Universiti Utara Malaysia and will be held on 1 – 3 October 2022, virtually. The conference provides an opportunity to researchers, practitioners and students to interact and share their experience and knowledge in communication and media. I-COME’22 provides an excellent international platform for knowledge sharing in the areas of communication and media, as well as providing an ideal environment for new collaborations and meeting scholars and experts in the areas of communication and media. I-COME’22 welcomes participants from all over the world who are interested in communication and media, especially how globalization and current situation affects the future landscape of the fields. The aim of the conference is to provide platform for scholars, researchers and practitioners from both academia and industry to meet and share the advanced development and changes in both areas. The conference also hopes to discuss the innovative discovery of research level and promote international scientific cooperation and exchange of ideas among researchers and practitioners. Our conference relies on a wide range of challenges and issues in the fields of communication and media which will be presented through keynote addresses, plenary sessions, presentations by distinguished scholars and practitioners, and doctoral colloquium which is specially designed for post graduate students to share their experiences. The highlight of the conference will be the award presentation during the closing ceremony which will be given as recognition to the outstanding work of the selected researchers.