Computer Games and Team and Individual Learning

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Publisher : Elsevier Science Limited
ISBN 13 : 9780080453439
Total Pages : 338 pages
Book Rating : 4.4/5 (534 download)

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Book Synopsis Computer Games and Team and Individual Learning by : Harry O'Neil

Download or read book Computer Games and Team and Individual Learning written by Harry O'Neil and published by Elsevier Science Limited. This book was released on 2007-10-02 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt: Documents research on the impact of computer games on the learning of adults. Designed for professionals in the gaming, simulation, assessment and evaluation, educational technology, and educational psychology communities, this book explores the use of computer game technology for teaching and measurement of learning in adults.

Computer Games for Learning

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Publisher : MIT Press
ISBN 13 : 0262324512
Total Pages : 303 pages
Book Rating : 4.2/5 (623 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 2014-07-18 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.

Computer Games and Instruction

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Publisher : IAP
ISBN 13 : 1617354104
Total Pages : 564 pages
Book Rating : 4.6/5 (173 download)

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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 564 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.

Using Games and Simulations for Teaching and Assessment

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Publisher : Routledge
ISBN 13 : 1317814673
Total Pages : 337 pages
Book Rating : 4.3/5 (178 download)

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Book Synopsis Using Games and Simulations for Teaching and Assessment by : Harold F. O'Neil

Download or read book Using Games and Simulations for Teaching and Assessment written by Harold F. O'Neil and published by Routledge. This book was released on 2016-03-31 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: Incorporates several innovative and increasingly popular subject areas, including the gamification of education, assessment, and STEM subjects Combines research and authorship from both civilian and military worlds as well as interdisciplinary fields Rigorously defines and analyzes the criteria of selecting, designing, implementing, and evaluating emerging educational technologies while offering implications for future use

Learning Science Through Computer Games and Simulations

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Publisher : National Academies Press
ISBN 13 : 0309185238
Total Pages : 174 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Learning Science Through Computer Games and Simulations by : National Research Council

Download or read book Learning Science Through Computer Games and Simulations written by National Research Council and published by National Academies Press. This book was released on 2011-05-12 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

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 : 233 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 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age 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. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

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.

Handbook of Research on Innovative Pedagogies and Technologies for Online Learning in Higher Education

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Author :
Publisher : IGI Global
ISBN 13 : 1522518525
Total Pages : 565 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Handbook of Research on Innovative Pedagogies and Technologies for Online Learning in Higher Education by : Vu, Phu

Download or read book Handbook of Research on Innovative Pedagogies and Technologies for Online Learning in Higher Education written by Vu, Phu and published by IGI Global. This book was released on 2016-12-28 with total page 565 pages. Available in PDF, EPUB and Kindle. Book excerpt: The integration of technology has become an integral part of the educational environment. By developing new methods of online learning, students can be further aided in reaching goals and effectively solving problems. The Handbook of Research on Innovative Pedagogies and Technologies for Online Learning in Higher Education is an authoritative reference source for the latest scholarly research on the implementation of instructional strategies, tools, and innovations in online learning environments. Featuring extensive coverage across a range of relevant perspectives and topics, such as social constructivism, collaborative learning and projects, and virtual worlds, this publication is ideally designed for academicians, practitioners, and researchers seeking current research on best methods to effectively incorporate technology into the learning environment.

Using Cognitive and Affective Metrics in Educational Simulations and Games

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Author :
Publisher : Routledge
ISBN 13 : 1000390098
Total Pages : 268 pages
Book Rating : 4.0/5 (3 download)

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Book Synopsis Using Cognitive and Affective Metrics in Educational Simulations and Games by : Harold F. O'Neil

Download or read book Using Cognitive and Affective Metrics in Educational Simulations and Games written by Harold F. O'Neil and published by Routledge. This book was released on 2021-05-17 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presenting original studies and rich conceptual analyses, this volume explores how cognitive and affective metrics can be used to effectively assess, modify, and enhance learning and assessment outcomes of simulations and games used in education and training. The volume responds to the increasing use of computer-based simulations and games across academic and professional sectors by bringing together contributions from different research communities, including K-12 and postsecondary education, medical, and military contexts. Drawing on empirical results, the chapter authors focus on the design and assessment of educational simulations and games. They describe how quantitative and qualitative metrics can be used effectively to evaluate and tailor instructional resources to the cognitive and affective needs of the individual learner. In doing so, the volume enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology.

Learning and Performance Assessment: Concepts, Methodologies, Tools, and Applications

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Author :
Publisher : IGI Global
ISBN 13 : 1799804216
Total Pages : 1757 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Learning and Performance Assessment: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources

Download or read book Learning and Performance Assessment: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2019-10-11 with total page 1757 pages. Available in PDF, EPUB and Kindle. Book excerpt: As teaching strategies continue to change and evolve, and technology use in classrooms continues to increase, it is imperative that their impact on student learning is monitored and assessed. New practices are being developed to enhance students’ participation, especially in their own assessment, be it through peer-review, reflective assessment, the introduction of new technologies, or other novel solutions. Educators must remain up-to-date on the latest methods of evaluation and performance measurement techniques to ensure that their students excel. Learning and Performance Assessment: Concepts, Methodologies, Tools, and Applications is a vital reference source that examines emerging perspectives on the theoretical and practical aspects of learning and performance-based assessment techniques and applications within educational settings. Highlighting a range of topics such as learning outcomes, assessment design, and peer assessment, this multi-volume book is ideally designed for educators, administrative officials, principals, deans, instructional designers, school boards, academicians, researchers, and education students seeking coverage on an educator’s role in evaluation design and analyses of evaluation methods and outcomes.

Gamification in Education: Breakthroughs in Research and Practice

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Publisher : IGI Global
ISBN 13 : 1522551999
Total Pages : 690 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Gamification in Education: Breakthroughs in Research and Practice by : Management Association, Information Resources

Download or read book Gamification in Education: Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-01-05 with total page 690 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

ICEL2012- 7th International Conference on E-Learning

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Publisher : Academic Conferences Limited
ISBN 13 : 1908272430
Total Pages : 556 pages
Book Rating : 4.9/5 (82 download)

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Book Synopsis ICEL2012- 7th International Conference on E-Learning by : Paul Lam

Download or read book ICEL2012- 7th International Conference on E-Learning written by Paul Lam and published by Academic Conferences Limited. This book was released on 2011 with total page 556 pages. Available in PDF, EPUB and Kindle. Book excerpt:

A Guide to Designing Curricular Games

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Publisher : Springer
ISBN 13 : 3319423932
Total Pages : 354 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis A Guide to Designing Curricular Games by : Janna Jackson Kellinger

Download or read book A Guide to Designing Curricular Games written by Janna Jackson Kellinger and published by Springer. This book was released on 2016-10-19 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.

Artificial Intelligence in Education

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Publisher : Springer
ISBN 13 : 3319197738
Total Pages : 955 pages
Book Rating : 4.3/5 (191 download)

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Book Synopsis Artificial Intelligence in Education by : Cristina Conati

Download or read book Artificial Intelligence in Education written by Cristina Conati and published by Springer. This book was released on 2015-06-16 with total page 955 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 17th International Conference on Artificial Intelligence in Education, AIED 2015, held in Madrid, Spain, in June 2015. The 50 revised full papers presented together with 3 keynotes, 79 poster presentations, 13 doctoral consortium papers, 16 workshop abstracts, and 8 interactive event papers were carefully reviewed and selected from numerous submissions. The conference provides opportunities for the cross-fertilization of approaches, techniques and ideas from the many fields that comprise AIED, including computer science, cognitive and learning sciences, education, game design, psychology, sociology, linguistics, as well as many domain-specific areas.

Foundations of Augmented Cognition

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Publisher : Springer
ISBN 13 : 3319208160
Total Pages : 837 pages
Book Rating : 4.3/5 (192 download)

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Book Synopsis Foundations of Augmented Cognition by : Dylan D. Schmorrow

Download or read book Foundations of Augmented Cognition written by Dylan D. Schmorrow and published by Springer. This book was released on 2015-07-07 with total page 837 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 9th International Conference on the Foundations of Augmented Cognition, AC 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, which took place in Los Angeles, CA, USA, in August 2015. HCII 2015 received a total of 4843 submissions, of which 1462 papers and 246 posters were accepted for publication after a careful reviewing process. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 78 papers presented in the AC 2015 proceedings address the following major topics: cognitive performance and work load, BCI and operational neuroscience, cognition, perception and emotion measurement, adaptive and tutoring training, applications of augmented cognition.

Design and Development of Training Games

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Publisher : Cambridge University Press
ISBN 13 : 1107051746
Total Pages : 571 pages
Book Rating : 4.1/5 (7 download)

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Book Synopsis Design and Development of Training Games by : Talib S. Hussain

Download or read book Design and Development of Training Games written by Talib S. Hussain and published by Cambridge University Press. This book was released on 2015 with total page 571 pages. Available in PDF, EPUB and Kindle. Book excerpt: Leaders in the field of serious games share practical guidelines and lessons learned from researching and developing learning games.

Design and Implementation of Educational Games: Theoretical and Practical Perspectives

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Author :
Publisher : IGI Global
ISBN 13 : 1615207821
Total Pages : 540 pages
Book Rating : 4.6/5 (152 download)

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Book Synopsis Design and Implementation of Educational Games: Theoretical and Practical Perspectives by : Zemliansky, Pavel

Download or read book Design and Implementation of Educational Games: Theoretical and Practical Perspectives written by Zemliansky, Pavel and published by IGI Global. This book was released on 2010-04-30 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.