The Theory of Learning in Games

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Author :
Publisher : MIT Press
ISBN 13 : 9780262061940
Total Pages : 304 pages
Book Rating : 4.0/5 (619 download)

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Book Synopsis The Theory of Learning in Games by : Drew Fudenberg

Download or read book The Theory of Learning in Games written by Drew Fudenberg and published by MIT Press. This book was released on 1998 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: This work explains that equilibrium is the long-run outcome of a process in which non-fully rational players search for optimality over time. The models they e×plore provide a foundation for equilibrium theory and suggest ways for economists to evaluate and modify traditional equilibrium concepts.

Digital Games and Learning

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Author :
Publisher : Routledge
ISBN 13 : 1136216448
Total Pages : 231 pages
Book Rating : 4.1/5 (362 download)

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Book Synopsis Digital Games and Learning by : Nicola Whitton

Download or read book Digital Games and Learning written by Nicola Whitton and published by Routledge. This book was released on 2014-03-26 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.

Game Theory 101

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Author :
Publisher :
ISBN 13 : 9781492728153
Total Pages : 273 pages
Book Rating : 4.7/5 (281 download)

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Book Synopsis Game Theory 101 by : William Spaniel

Download or read book Game Theory 101 written by William Spaniel and published by . This book was released on 2014 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Theory 101: The Complete Textbook is a no-nonsense, games-centered introduction to strategic form (matrix) and extensive form (game tree) games. From the first lesson to the last, this textbook introduces games of increasing complexity and then teaches the game theoretical tools necessary to solve them. Quick, efficient, and to the point, Game Theory 101: The Complete Textbook is perfect for introductory game theory, intermediate microeconomics, and political science.

Theory of Fun for Game Design

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Author :
Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1932111972
Total Pages : 259 pages
Book Rating : 4.9/5 (321 download)

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Book Synopsis Theory of Fun for Game Design by : Raph Koster

Download or read book Theory of Fun for Game Design written by Raph Koster and published by "O'Reilly Media, Inc.". This book was released on 2005 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.

Theory of Fun for Game Design

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Author :
Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1449363172
Total Pages : 300 pages
Book Rating : 4.4/5 (493 download)

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Book Synopsis Theory of Fun for Game Design by : Raph Koster

Download or read book Theory of Fun for Game Design written by Raph Koster and published by "O'Reilly Media, Inc.". This book was released on 2013-11-08 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins

Practical Perspectives on Educational Theory and Game Development

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Author :
Publisher : IGI Global
ISBN 13 : 1799850226
Total Pages : 252 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Practical Perspectives on Educational Theory and Game Development by : Marzullo, Fabio Perez

Download or read book Practical Perspectives on Educational Theory and Game Development written by Marzullo, Fabio Perez and published by IGI Global. This book was released on 2021-06-25 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.

Game-based Learning

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Author :
Publisher :
ISBN 13 : 9781536119206
Total Pages : 468 pages
Book Rating : 4.1/5 (192 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 . This book was released on 2017 with total page 468 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when digital games are becoming much more commonly used in classrooms, Game-Based Learning: Theory, Strategies, and Performance Outcomes provides a much-needed guide to different forms and applications of digital game-based learning. This 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.

Handbook of Game-Based Learning

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Author :
Publisher : MIT Press
ISBN 13 : 0262356546
Total Pages : 601 pages
Book Rating : 4.2/5 (623 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

Digital Games and Language Learning

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1350133019
Total Pages : 288 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis Digital Games and Language Learning by : Mark Peterson

Download or read book Digital Games and Language Learning written by Mark Peterson and published by Bloomsbury Publishing. This book was released on 2021-03-25 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.

Learning by Playing

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Author :
Publisher : Oxford University Press, USA
ISBN 13 : 019989664X
Total Pages : 386 pages
Book Rating : 4.1/5 (998 download)

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Book Synopsis Learning by Playing by : Fran Blumberg

Download or read book Learning by Playing written by Fran Blumberg and published by Oxford University Press, USA. This book was released on 2014 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

Teaching Games for Understanding

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Author :
Publisher : Human Kinetics
ISBN 13 : 9780736045940
Total Pages : 252 pages
Book Rating : 4.0/5 (459 download)

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Book Synopsis Teaching Games for Understanding by : Linda L. Griffin

Download or read book Teaching Games for Understanding written by Linda L. Griffin and published by Human Kinetics. This book was released on 2005 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents a comprehensive guide for teachers and coaches that details the history, theory, research, and practice of the Teaching Games for Understanding model, and how to incorporate it in both elementary and secondary curriculum.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Author :
Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 256 pages
Book Rating : 4.4/5 (668 download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Prediction, Learning, and Games

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Author :
Publisher : Cambridge University Press
ISBN 13 : 113945482X
Total Pages : 4 pages
Book Rating : 4.1/5 (394 download)

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Book Synopsis Prediction, Learning, and Games by : Nicolo Cesa-Bianchi

Download or read book Prediction, Learning, and Games written by Nicolo Cesa-Bianchi and published by Cambridge University Press. This book was released on 2006-03-13 with total page 4 pages. Available in PDF, EPUB and Kindle. Book excerpt: This important text and reference for researchers and students in machine learning, game theory, statistics and information theory offers a comprehensive treatment of the problem of predicting individual sequences. Unlike standard statistical approaches to forecasting, prediction of individual sequences does not impose any probabilistic assumption on the data-generating mechanism. Yet, prediction algorithms can be constructed that work well for all possible sequences, in the sense that their performance is always nearly as good as the best forecasting strategy in a given reference class. The central theme is the model of prediction using expert advice, a general framework within which many related problems can be cast and discussed. Repeated game playing, adaptive data compression, sequential investment in the stock market, sequential pattern analysis, and several other problems are viewed as instances of the experts' framework and analyzed from a common nonstochastic standpoint that often reveals new and intriguing connections.

Learn Game Theory

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Publisher :
ISBN 13 :
Total Pages : 284 pages
Book Rating : 4.7/5 (293 download)

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Book Synopsis Learn Game Theory by : Albert Rutherford

Download or read book Learn Game Theory written by Albert Rutherford and published by . This book was released on 2021-03-27 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Master strategic thinking and gain competitive advantage. Have you ever wondered how to make better decisions and solve problems with more ease? Learn Game Theory shares the well-hidden secrets of great decision-makers.Use Logic and Reason to Manage Uncertainty.Life is full of uncertainty. You don't know what lies ahead. But you can learn to control the controllable by using logic and reason. With the help of this book, you'll discover new ways to think about - and solve - problems more efficiently than ever before. Discover how strategic games model real-life behavior. You would be surprised how many game theory concepts affect your life.Game theory is a management device that helps rational decision-making.Game Theory is a branch of mathematics dedicated to the study of rational, strategic decision-making. You can apply it in many different fields, from psychology, economics, and politics to military strategy, business, and even retail pricing! It focuses on conflict and cooperation between intelligent, rational players, analyzing how to optimize one's decisions, taking into account others' actions.This book won't just give you theoretical knowledge. It will teach you practical life skills! The logical deductions used in game theory can help you learn superior decision-making skills based on strategic analysis.Become Confident in Your Decision-Making Skills.Albert Rutherford is an internationally bestselling author and a retired corporate executive. His books draw on various sources, from corporate system building, strategic analysis, scientific research, and his life experience. He has been building and improving systems his whole adult life and brings his proven advice to you. Predict the future with more accuracy.What's the best way to ask for a raise?How to choose a date spot with your partner avoiding friction?How do top athletes choose their best moves?How do companies like Nike or Adidas optimize their sales strategy?Extraordinary decisions will lead to outstanding success. Use the principles of game theory to have more confidence in your choices. Learn Game Theory is written in a casual, easy-to-follow way, with an abundance of relevant examples. It will help you get shrewd by applying strategic thinking and make better decisions based on logic and analysis. Learn Game Theory and make better business decisions, improve your relationships, understand people around you, and get out of sticky situations more effectively!

Serious Educational Games

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Author :
Publisher : BRILL
ISBN 13 : 9087903812
Total Pages : 95 pages
Book Rating : 4.0/5 (879 download)

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Book Synopsis Serious Educational Games by :

Download or read book Serious Educational Games written by and published by BRILL. This book was released on 2008-01-01 with total page 95 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.

Gaming and Cognition: Theories and Practice from the Learning Sciences

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Author :
Publisher : IGI Global
ISBN 13 : 161520718X
Total Pages : 405 pages
Book Rating : 4.6/5 (152 download)

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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.

Game-Based Learning

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Author :
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.