Using Games to Enhance Learning and Teaching

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Author :
Publisher : Routledge
ISBN 13 : 1136341315
Total Pages : 232 pages
Book Rating : 4.1/5 (363 download)

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Book Synopsis Using Games to Enhance Learning and Teaching by : Nicola Whitton

Download or read book Using Games to Enhance Learning and Teaching written by Nicola Whitton and published by Routledge. This book was released on 2012-05-23 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.

Using Games to Enhance Learning and Teaching

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Author :
Publisher : Routledge
ISBN 13 : 1136341307
Total Pages : 234 pages
Book Rating : 4.1/5 (363 download)

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Book Synopsis Using Games to Enhance Learning and Teaching by : Nicola Whitton

Download or read book Using Games to Enhance Learning and Teaching written by Nicola Whitton and published by Routledge. This book was released on 2012-05-23 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.

Using Games to Enhance Learning and Teaching

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Author :
Publisher : Routledge
ISBN 13 : 0415897726
Total Pages : 234 pages
Book Rating : 4.4/5 (158 download)

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Book Synopsis Using Games to Enhance Learning and Teaching by : Nicola Whitton

Download or read book Using Games to Enhance Learning and Teaching written by Nicola Whitton and published by Routledge. This book was released on 2012 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.

The Knowledge Gap

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Publisher : Penguin
ISBN 13 : 0735213569
Total Pages : 354 pages
Book Rating : 4.7/5 (352 download)

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Book Synopsis The Knowledge Gap by : Natalie Wexler

Download or read book The Knowledge Gap written by Natalie Wexler and published by Penguin. This book was released on 2020-08-04 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: The untold story of the root cause of America's education crisis--and the seemingly endless cycle of multigenerational poverty. It was only after years within the education reform movement that Natalie Wexler stumbled across a hidden explanation for our country's frustrating lack of progress when it comes to providing every child with a quality education. The problem wasn't one of the usual scapegoats: lazy teachers, shoddy facilities, lack of accountability. It was something no one was talking about: the elementary school curriculum's intense focus on decontextualized reading comprehension "skills" at the expense of actual knowledge. In the tradition of Dale Russakoff's The Prize and Dana Goldstein's The Teacher Wars, Wexler brings together history, research, and compelling characters to pull back the curtain on this fundamental flaw in our education system--one that fellow reformers, journalists, and policymakers have long overlooked, and of which the general public, including many parents, remains unaware. But The Knowledge Gap isn't just a story of what schools have gotten so wrong--it also follows innovative educators who are in the process of shedding their deeply ingrained habits, and describes the rewards that have come along: students who are not only excited to learn but are also acquiring the knowledge and vocabulary that will enable them to succeed. If we truly want to fix our education system and unlock the potential of our neediest children, we have no choice but to pay attention.

Handbook of Research on Using Motor Games in Teaching and Learning Strategy

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Author :
Publisher : IGI Global
ISBN 13 : 1799896226
Total Pages : 511 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Using Motor Games in Teaching and Learning Strategy by : Gil-Madrona, Pedro

Download or read book Handbook of Research on Using Motor Games in Teaching and Learning Strategy written by Gil-Madrona, Pedro and published by IGI Global. This book was released on 2022-05-06 with total page 511 pages. Available in PDF, EPUB and Kindle. Book excerpt: Motor games are incredibly useful in enhancing education and developing critical skills; they can entertain, produce pleasant emotions, improve moods, and increase the level of relationships. Motor games allow social, emotional, and cognitive development as well as the acquisition of motor skills such as knowledge and mastery of body, postural control and adjustment, and improvement of coordination. However, it is essential to select the appropriate game for each context to achieve the desired learning in all students. Further research on the opportunities, challenges, and future directions of motor games in education is necessary to successfully implement them. The Handbook of Research on Using Motor Games in Teaching and Learning Strategy presents significant advances in motor game education and collects research evidence that uncovers the certainties and testifies to the educational power of motor games in various situations and specific contexts that promote the learning of participants. Covering topics such as emotional physical education and educational mediation, this major reference work is ideal for researchers, academicians, educators, practitioners, and students.

Games and Education: Designs in and for Learning

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Author :
Publisher : BRILL
ISBN 13 : 9004388826
Total Pages : 238 pages
Book Rating : 4.0/5 (43 download)

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Book Synopsis Games and Education: Designs in and for Learning by :

Download or read book Games and Education: Designs in and for Learning written by and published by BRILL. This book was released on 2018-11-26 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: We live in a time of educational transformations towards more 21st century pedagogies and learning. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologist and researchers interested in changing educational practices.

Game On

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Publisher : Solution Tree Press
ISBN 13 : 1936763982
Total Pages : 160 pages
Book Rating : 4.9/5 (367 download)

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Book Synopsis Game On by : Ryan L. Schaaf

Download or read book Game On written by Ryan L. Schaaf and published by Solution Tree Press. This book was released on 2016-10-25 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources

Learning by Playing

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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.

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.

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.

Gaming SEL

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Publisher : Peter Lang Us
ISBN 13 : 9781433185953
Total Pages : 204 pages
Book Rating : 4.1/5 (859 download)

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Book Synopsis Gaming SEL by : Matthew Farber

Download or read book Gaming SEL written by Matthew Farber and published by Peter Lang Us. This book was released on 2021 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: In an engaging and readable tone, Farber explores key research about games and SEL. Teachers, game designers, and experts from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, UNESCO MGIEP, Harvard's EASEL Lab, and more share advice.

Gamification in Learning and Education

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Author :
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.

Computer Games for Learning

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Publisher : MIT Press
ISBN 13 : 0262027577
Total Pages : 303 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Computer Games for Learning by : Richard E. Mayer

Download or read book Computer Games for Learning written by Richard E. Mayer and published by MIT Press. This book was released on 2014-07-11 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

A Good Start

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Publisher : Routledge
ISBN 13 : 1317925211
Total Pages : 215 pages
Book Rating : 4.3/5 (179 download)

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Book Synopsis A Good Start by : Rebekah Stathakis

Download or read book A Good Start written by Rebekah Stathakis and published by Routledge. This book was released on 2013-08-16 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: Begin each Spanish class with lively, interactive activities from award-winning foreign-language teacher Rebekah Stathakis. With ideas for writing and speaking exercises, impromptu presentations, and more, these warm-ups will immerse students in Spanish, engaging them in their language instruction effectively and immediately.

Learning Online with Games, Simulations, and Virtual Worlds

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Publisher : John Wiley & Sons
ISBN 13 : 0470438347
Total Pages : 136 pages
Book Rating : 4.4/5 (74 download)

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Book Synopsis Learning Online with Games, Simulations, and Virtual Worlds by : Clark Aldrich

Download or read book Learning Online with Games, Simulations, and Virtual Worlds written by Clark Aldrich and published by John Wiley & Sons. This book was released on 2009-09-22 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." — Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." — Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." — Rick Van Sant, professor of learning and technology, Ferris State University

Game-Based Learning and the Power of Play

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Author :
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.

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