Videogame-based Training Success

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Publisher :
ISBN 13 :
Total Pages : 48 pages
Book Rating : 4.3/5 ( download)

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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.

Technical Report

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Publisher :
ISBN 13 :
Total Pages : 56 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Technical Report by :

Download or read book Technical Report written by and published by . This book was released on 1979 with total page 56 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Instructional Design: Concepts, Methodologies, Tools and Applications

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Publisher : IGI Global
ISBN 13 : 1609605047
Total Pages : 2074 pages
Book Rating : 4.6/5 (96 download)

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Book Synopsis Instructional Design: Concepts, Methodologies, Tools and Applications by : Management Association, Information Resources

Download or read book Instructional Design: Concepts, Methodologies, Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2011-03-31 with total page 2074 pages. Available in PDF, EPUB and Kindle. Book excerpt: Successful educational programs are often the result of pragmatic design and development methodologies that take into account all aspects of the educational and instructional experience. Instructional Design: Concepts, Methodologies, Tools and Applications presents a complete overview of historical perspectives, new methods and applications, and models in instructional design research and development. This three-volume work covers all fundamental strategies and theories and encourages continued research in strengthening the consistent design and reliable results of educational programs and models.

The Influence of Trainee Gaming Experience and Computer Self-Efficacy on Learner Outcomes of Videogame-Based Learning Environments

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Publisher : DIANE Publishing
ISBN 13 : 1428916377
Total Pages : 43 pages
Book Rating : 4.4/5 (289 download)

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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:

Global Perspectives on Gameful and Playful Teaching and Learning

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Publisher : IGI Global
ISBN 13 : 1799820173
Total Pages : 330 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Global Perspectives on Gameful and Playful Teaching and Learning by : Farber, Matthew

Download or read book Global Perspectives on Gameful and Playful Teaching and Learning written by Farber, Matthew and published by IGI Global. This book was released on 2019-12-27 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.

Digital Game Based Learning

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Publisher : KIT Scientific Publishing
ISBN 13 : 3866440103
Total Pages : 264 pages
Book Rating : 4.8/5 (664 download)

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Book Synopsis Digital Game Based Learning by : Michael Burmester

Download or read book Digital Game Based Learning written by Michael Burmester and published by KIT Scientific Publishing. This book was released on 2006 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital games are a significant element in the digital media and information society. They influence the development of media technologies as well as interface design, online social interaction and new evaluation approaches.The Fourth Symposium for Information Design focused on the question of how game based learning environments can motivate and stimulate learners in different situations, and improve learning. It presented didactical and pedagogical issues, as well as actual examples and concrete applications.

The Evolution and Maturation of Teams in Organizations: Theories, Methodologies, Discoveries & Interventions, 2nd Edition

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Publisher : Frontiers Media SA
ISBN 13 : 2889662373
Total Pages : 292 pages
Book Rating : 4.8/5 (896 download)

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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

Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions

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Publisher : Frontiers Media SA
ISBN 13 : 2889455076
Total Pages : 646 pages
Book Rating : 4.8/5 (894 download)

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Book Synopsis Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions by : Soledad Ballesteros

Download or read book Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions written by Soledad Ballesteros and published by Frontiers Media SA. This book was released on 2018-07-05 with total page 646 pages. Available in PDF, EPUB and Kindle. Book excerpt: The premise of neuroplasticity on enhancing cognitive functioning among healthy as well as cognitively impaired individuals across the lifespan, and the potential of harnessing these processes to prevent cognitive decline attract substantial scientific and public interest. Indeed, the systematic evidence base for cognitive training, video games, physical exercise and other forms of brain stimulation such as entrain brain activity is growing rapidly. This Research Topic (RT) focused on recent research conducted in the field of cognitive and brain plasticity induced by physical activity, different types of cognitive training, including computerized interventions, learning therapy, video games, and combined intervention approaches as well as other forms of brain stimulation that target brain activity, including electroencephalography and neurofeedback. It contains 49 contributions to the topic, including Original Research articles (37), Clinical Trials (2), Reviews (5), Mini Reviews (2), Hypothesis and Theory (1), and Corrections (2).

Effects of Game and Game-like Training on Neurocognitive Plasticity

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Publisher : Frontiers Media SA
ISBN 13 : 2889198405
Total Pages : 105 pages
Book Rating : 4.8/5 (891 download)

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Book Synopsis Effects of Game and Game-like Training on Neurocognitive Plasticity by : Guido P. H. Band

Download or read book Effects of Game and Game-like Training on Neurocognitive Plasticity written by Guido P. H. Band and published by Frontiers Media SA. This book was released on 2016-05-17 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive training is not always effective. This is also the case for the form of cognitive training that this Research Topic focuses on: prolonged performance on game-like cognitive tasks. The ultimate goal of this cognitive training is to improve ecologically-valid target functions. For example, cognitive training should help children with ADHD to stay focused at school, or help older adults to manage the complexity of daily life. However, so far this goal has proven too ambitious. Transfer from trained to non-trained tasks is not even guaranteed in a laboratory, so there is a strong need for understanding how, when and for how long cognitive training has effect. Which cognitive functions are amenable to game training, for whom, and how? Are there mediating factors for success, such as motivation, attention, or age? Are the improvements real, or can they be attributed to nonspecific factors, such as outcome expectancy or demand characteristics? Are there better strategies to improve cognitive functions through game training? This Research Topic of Frontiers in Human Neuroscience charts current insights in the determinants of success of game training.

Serious Game Design and Development: Technologies for Training and Learning

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Publisher : IGI Global
ISBN 13 : 1615207406
Total Pages : 382 pages
Book Rating : 4.6/5 (152 download)

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Book Synopsis Serious Game Design and Development: Technologies for Training and Learning by : Cannon-Bowers, Jan

Download or read book Serious Game Design and Development: Technologies for Training and Learning written by Cannon-Bowers, Jan and published by IGI Global. This book was released on 2010-02-28 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: "With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.

ICT Systems Security and Privacy Protection

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Publisher : Springer
ISBN 13 : 3319336304
Total Pages : 414 pages
Book Rating : 4.3/5 (193 download)

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Book Synopsis ICT Systems Security and Privacy Protection by : Jaap-Henk Hoepman

Download or read book ICT Systems Security and Privacy Protection written by Jaap-Henk Hoepman and published by Springer. This book was released on 2016-05-13 with total page 414 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 31st IFIP TC 11 International Conference on ICT Systems Security and Privacy Protection, SEC 2016, held in Ghent, Belgium, in May/June 2016. The 27 revised full papers presented were carefully reviewed and selected from 139 submissions. The papers are organized in topical sections on cryptographic protocols, human aspects of security, cyber infrastructure, social networks, software vulnerabilities, TPM and internet of things, sidechannel analysis, software security, and privacy.

Harmful Content on the Internet and in Video Games

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Publisher : The Stationery Office
ISBN 13 : 9780215523389
Total Pages : 84 pages
Book Rating : 4.5/5 (233 download)

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Book Synopsis Harmful Content on the Internet and in Video Games by : Great Britain. Parliament. House of Commons. Culture, Media and Sport Committee

Download or read book Harmful Content on the Internet and in Video Games written by Great Britain. Parliament. House of Commons. Culture, Media and Sport Committee and published by The Stationery Office. This book was released on 2008 with total page 84 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Internet has become an indispensable tool for communications, research and commerce. But this report addresses the growing public concern at the Internet's dark side: the easy availability of hardcore pornography, which people may find offensive, the uploading by ordinary people of film of real fights, bullying or alleged rape, or the setting up of websites encouraging others to follow extreme diets, or self-harm, or even commit suicide. In particular, there is increasing anxiety among parents about the use of social networking sites and chatrooms for grooming and sexual predation. The Committee welcomes the Government-commissioned report by Dr Tanya Byron on the risks posed by the Internet to children, and agrees that a UK Council for Child Internet Safety should be established. Sites which host user-generated content-typically photos and videos uploaded by members of the public-have taken some steps to set minimum standards for that content. The Committee recommends that proactive review of content should be standard practice for such sites, and calls for provision of high profile facilities for reporting abuse or unwelcome behaviour directly to law enforcement and support organisations. There is a distinct issue about labelling of video games to indicate the nature of their content. Two systems currently exist side by side: the industry awards its own ratings, and the British Board of Film Classification awards classifications to a small number of games which feature content unsuitable for children. The dual system is confusing, and BBFC should have responsibility for rating games with content appropriate for adults or teenagers.

Distracted

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Publisher : Bloomsbury Publishing USA
ISBN 13 :
Total Pages : 156 pages
Book Rating : 4.2/5 (16 download)

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Book Synopsis Distracted by : Terri R. Kurtzberg

Download or read book Distracted written by Terri R. Kurtzberg and published by Bloomsbury Publishing USA. This book was released on 2017-04-06 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: What are the benefits and negative consequences of our increased connectivity at school, at work, and at home? Is being constantly distracted now a worldwide problem? This book examines how new technologies and social pressures have changed the way we use our attention, and the extent to which they drive us to distraction, by interpreting hundreds of scientific studies from the literatures in cognitive and social psychology, sociology, communication, management, and decision making. While distraction is ever-present in daily life, staying connected in an efficient way is the goal for one and all. To accomplish that, some amount of fine-tuning of typical interactions with technology is in order. Nearly everyone recognizes the addictive nature of constant connectivity—and its destructive effect on productivity and quality of work. But the availability of technology also promotes better engagement, control, and flexibility in both professional and personal settings. An in-depth analysis of these tradeoffs can lead to smarter choices about when and how to be connected throughout the day and across settings. The ultimate objective is to have technology enhance our lives without serving as a source of constant distraction. Distracted: Staying Connected without Losing Focus explains the nuances of what this addiction stems from—considering both societal and technological factors—and identifies both the invaluable opportunities and the counterproductive consequences of living in our technology-enabled, instant-access-to-everything world. The chapters examine a wide swath of scientific research to expose how technology use affects our attention and the extent to which it causes distraction. Authors Terri Kurtzberg and Jennifer Gibbs apply the science of human attention to reveal how specific areas of our lives are significantly changed with the advent of "continuous connectedness," including in the workplace, in personal relationships, in childhood development, and with regard to education and learning. Readers will clearly understand why multitasking fails us, what the consequences are—to ourselves and those around us—of being focused on a screen for much of the day, and how each of us can adjust our use of technology in order to improve our lives.

Transactions on Edutainment IV

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Publisher : Springer Science & Business Media
ISBN 13 : 3642144837
Total Pages : 287 pages
Book Rating : 4.6/5 (421 download)

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Book Synopsis Transactions on Edutainment IV by : Zhigeng Pan

Download or read book Transactions on Edutainment IV written by Zhigeng Pan and published by Springer Science & Business Media. This book was released on 2010-07-30 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This volume contains a selection of 12 outstanding contributions from Edutainment 2010, the 5th Int. Conference on E-Learning and Games, held in China in August 2009. The main focus of these papers is on e-learning system and applications, game techniques for learning, and virtual reality techniques for entertainment. In addition, 10 regular papers are included, which focus on virtual reality and game systems for learning and animation and interaction for entertainment.

Handbook of Computer Game Studies

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Publisher : MIT Press
ISBN 13 : 0262516586
Total Pages : 471 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Handbook of Computer Game Studies by : Joost Raessens

Download or read book Handbook of Computer Game Studies written by Joost Raessens and published by MIT Press. This book was released on 2011-08-19 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

Research Anthology on Business Aspects of Cybersecurity

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Publisher : IGI Global
ISBN 13 : 166843699X
Total Pages : 698 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Business Aspects of Cybersecurity by : Management Association, Information Resources

Download or read book Research Anthology on Business Aspects of Cybersecurity written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-10-29 with total page 698 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cybersecurity is vital for all businesses, regardless of sector. With constant threats and potential online dangers, businesses must remain aware of the current research and information available to them in order to protect themselves and their employees. Maintaining tight cybersecurity can be difficult for businesses as there are so many moving parts to contend with, but remaining vigilant and having protective measures and training in place is essential for a successful company. The Research Anthology on Business Aspects of Cybersecurity considers all emerging aspects of cybersecurity in the business sector including frameworks, models, best practices, and emerging areas of interest. This comprehensive reference source is split into three sections with the first discussing audits and risk assessments that businesses can conduct to ensure the security of their systems. The second section covers training and awareness initiatives for staff that promotes a security culture. The final section discusses software and systems that can be used to secure and manage cybersecurity threats. Covering topics such as audit models, security behavior, and insider threats, it is ideal for businesses, business professionals, managers, security analysts, IT specialists, executives, academicians, researchers, computer engineers, graduate students, and practitioners.

Computational Thinking Education

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Publisher : Springer
ISBN 13 : 9811365288
Total Pages : 377 pages
Book Rating : 4.8/5 (113 download)

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Book Synopsis Computational Thinking Education by : Siu-Cheung Kong

Download or read book Computational Thinking Education written by Siu-Cheung Kong and published by Springer. This book was released on 2019-07-04 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: This This book is open access under a CC BY 4.0 license.This book offers a comprehensive guide, covering every important aspect of computational thinking education. It provides an in-depth discussion of computational thinking, including the notion of perceiving computational thinking practices as ways of mapping models from the abstraction of data and process structures to natural phenomena. Further, it explores how computational thinking education is implemented in different regions, and how computational thinking is being integrated into subject learning in K-12 education. In closing, it discusses computational thinking from the perspective of STEM education, the use of video games to teach computational thinking, and how computational thinking is helping to transform the quality of the workforce in the textile and apparel industry.