Read Books Online and Download eBooks, EPub, PDF, Mobi, Kindle, Text Full Free.
The Influence Of Trainee Gaming Experience And Computer Self Efficacy On Learner Outcomes Of Videogame Based Learning Environments
Download The Influence Of Trainee Gaming Experience And Computer Self Efficacy On Learner Outcomes Of Videogame Based Learning Environments full books in PDF, epub, and Kindle. Read online The Influence Of Trainee Gaming Experience And Computer Self Efficacy On Learner Outcomes Of Videogame Based Learning Environments ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Book Synopsis The Influence of Trainee Gaming Experience and Computer Self-Efficacy on Learner Outcomes of Videogame-Based Learning Environments by :
Download or read book The Influence of Trainee Gaming Experience and Computer Self-Efficacy on Learner Outcomes of Videogame-Based Learning Environments written by and published by DIANE Publishing. This book was released on with total page 43 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Technical Report written by and published by . This book was released on 2005 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Author :U.S. Army Research Institute for the Behavioral and Social Sciences Publisher : ISBN 13 : Total Pages :68 pages Book Rating :4.:/5 (327 download)
Book Synopsis List of U.S. Army Research Institute Research and Technical Publications by : U.S. Army Research Institute for the Behavioral and Social Sciences
Download or read book List of U.S. Army Research Institute Research and Technical Publications written by U.S. Army Research Institute for the Behavioral and Social Sciences and published by . This book was released on 2006 with total page 68 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Computer Games and Instruction by : J. D. Fletcher
Download or read book Computer Games and Instruction written by J. D. Fletcher and published by IAP. This book was released on 2011-05-01 with total page 565 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.
Download or read book Deep Violence written by Joanna Bourke and published by Catapult. This book was released on 2015-03-01 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: 2014 marks the 100th anniversary of the declaration of the First World War, and with it comes a deluge of books, documentaries, feature films and radio programs. We will hear a great deal about the horror of the battlefield. Bourke acknowledges wider truths: war is unending and violence is deeply entrenched in our society. But it doesn't have to be this way. This book equips readers with an understanding of the history, culture and politics of warfare in order to interrogate and resist an increasingly violent world. Wounding the World investigates the ways that violence and war have become internalized in contemporary human consciousness in everything from the way we speak, to the way our children play with one another, to the way that we ascribe social characteristics to our guns and other weapons. With a remarkable depth of insight, Bourke argues for a radical overhaul of our collective stance towards militarism from one that simply aims to reduce violence against people to one that would eradicate all violence. Her message is judicious and vital: knowledge about weapons and the violence they bring has simply become too important to cast aside or leave to the experts.
Book Synopsis ECGBL2009- 4th European Conference on Games-Based Learning by : Bente Meyer
Download or read book ECGBL2009- 4th European Conference on Games-Based Learning written by Bente Meyer and published by Academic Conferences Limited. This book was released on 2010-12-01 with total page 531 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book ARI Research Note written by and published by . This book was released on 2007 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Videogame-based Training Success by : Karin A. Orvis
Download or read book Videogame-based Training Success written by Karin A. Orvis and published by . This book was released on 2006 with total page 48 pages. Available in PDF, EPUB and Kindle. Book excerpt: Personal computer (PC)-based videogames are emerging as an increasingly popular training tool in the U.S. Army. The present research represents a follow-up investigation to Orvis, Orvis, Belanich, and Mull in (2005) with regards to the impact of trainee characteristics in videogame-based training environments. Specifically, this follow-up research examines prior videogame experience, videogame self-efficacy, and goal orientation as antecedents that maximize trainee motivation, as well as other learner choices and outcomes, in PC game-based training. In this research, participants played a first-person-perspective videogame that began with a single-player section to introduce game- specific tasks, followed by a multi-player section where participants formed small teams to conduct several collaborative missions. Prior to and after the training exercise, participants completed online questionnaires. This research extends Orvis et al. (2005) by demonstrating that these trainee characteristics, as a set, had a positive impact on trainee motivation to use the training game, trainee satisfaction with the training experience, ease in using the training game interface, team cohesion, metacognitive strategies utilized during training, and time spent engaging in the training game. The results of this research provide useful information to training game developers and instructors using videogames as training tools.
Book Synopsis The Evolution and Maturation of Teams in Organizations: Theories, Methodologies, Discoveries & Interventions, 2nd Edition by : Eduardo Salas
Download or read book The Evolution and Maturation of Teams in Organizations: Theories, Methodologies, Discoveries & Interventions, 2nd Edition written by Eduardo Salas and published by Frontiers Media SA. This book was released on 2020-12-08 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Publisher’s note: In this 2nd edition, the following article has been added: Shuffler ML, Salas E and Rosen MA (2020) The Evolution and Maturation of Teams in Organizations: Convergent Trends in the New Dynamic Science of Teams. Front. Psychol. 11:2128. doi: 10.3389/fpsyg.2020.02128
Book Synopsis Heuristic Evaluation of a User Interface for a Game-based Simulation by : Christian J. Jerome
Download or read book Heuristic Evaluation of a User Interface for a Game-based Simulation written by Christian J. Jerome and published by . This book was released on 2007 with total page 26 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This research sought to estimate the level of usability, to identify any problem areas, and to provide redesign recommendations that may improve the usability of future designs of Forterra's Online Interactive Virtual Environment (OLIVE) system as a training tool. Game interface usability might have an effect on the success of game-based simulation training programs. Three usability researchers performed a usability heuristic evaluation, documenting each problem identified, as well as the recommended solution to these problems. Three areas out of the ten usability heuristics were identified as potentially problematic: User Control and Freedom Recognition, Recognition Rather than Recall, and Help and Documentation. A number of design recommendations have been identified which should improve usability and task performance using these systems. The data can serve to enhance the existing software by incorporating additional program requirements, and can also provide an easy-to-use checklist for DoD personnel, private contractors, and researchers interested in the design and testing of game-based simulation for team training"--P. i.
Book Synopsis Handbook of Research on Educational Communications and Technology by : David Jonassen
Download or read book Handbook of Research on Educational Communications and Technology written by David Jonassen and published by Routledge. This book was released on 2008-09-25 with total page 1723 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 2008. Routledge is an imprint of Taylor & Francis, an informa company.
Book Synopsis Handbook of Open, Distance and Digital Education by : Olaf Zawacki-Richter
Download or read book Handbook of Open, Distance and Digital Education written by Olaf Zawacki-Richter and published by Springer Nature. This book was released on 2023-01-01 with total page 1425 pages. Available in PDF, EPUB and Kindle. Book excerpt: This open access handbook offers a one-stop-shop for both new and established researchers, educators, policy makers and administrators in the field of open, distance and digital education (ODDE) to gain a comprehensive overview of the history, theory and practice at all levels of ODDE, and at the same time stimulates in-depth discussions on various themes and issues of ODDE for today and future. Researchers, scholars and students in the field of ODDE can use this handbook as a major reference to conduct their own research and learning agendas. To cover the field comprehensively, the handbook is structured following the 3M framework developed by one of the chief editors Zawacki-Richter. The 3M framework categorizes the major research areas and issues in ODDE on three levels. Accordingly, the handbook is divided into six sections in total, two section at each of the three levels: 1) Macro Level – ODDE Systems and Theories, 2) Meso Level - Institutional Perspectives, Management and Organization, and 3) Micro Level – Learning and Teaching in ODDE. This is an open access book.
Book Synopsis Psychopathology Among Youth in the 21st Century: Examining Influences from Culture, Society and Technology by : Takahiro A. Kato
Download or read book Psychopathology Among Youth in the 21st Century: Examining Influences from Culture, Society and Technology written by Takahiro A. Kato and published by Frontiers Media SA. This book was released on 2021-03-23 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Digital Game-Based Learning by : Marc Prensky
Download or read book Digital Game-Based Learning written by Marc Prensky and published by Paragon House. This book was released on 2007-03-01 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.
Book Synopsis Innovations and Technologies in Science/STEM Education: Opportunities, Challenges and Sustainable Practices by : Wang-Kin Chiu
Download or read book Innovations and Technologies in Science/STEM Education: Opportunities, Challenges and Sustainable Practices written by Wang-Kin Chiu and published by Frontiers Media SA. This book was released on 2024-04-01 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: In our digital era, harnessing innovations and emerging technologies to support teaching and learning has been an important research area in the field of education around the world. In science/STEM education, technologies can be leveraged to present and visualize scientific theories and concepts effectively, while the development of pedagogic innovations usually requires collective, inter-disciplinary research efforts. In addition, emerging technologies can better support teachers to assess students’ learning performance in STEM subjects and offer students viable virtual environments to facilitate laboratory-based learning, thereby contributing to sustainable development in both K-12 and higher education.
Book Synopsis Graduate Skills and Game-Based Learning by : Matthew Barr
Download or read book Graduate Skills and Game-Based Learning written by Matthew Barr and published by Springer Nature. This book was released on 2019-09-05 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.
Book Synopsis Situated Learning Perspectives by : Hilary McLellan
Download or read book Situated Learning Perspectives written by Hilary McLellan and published by Educational Technology. This book was released on 1996 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: