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Game Based Learning Across The Disciplines


Game Based Learning Across The Disciplines
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Game Based Learning Across The Disciplines


Game Based Learning Across The Disciplines
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Author : Carmela Aprea
language : en
Publisher: Springer Nature
Release Date : 2021-08-02

Game Based Learning Across The Disciplines written by Carmela Aprea and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-08-02 with Education categories.


The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.



Game Based Learning Across The Disciplines


Game Based Learning Across The Disciplines
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Author : Carmela Aprea
language : en
Publisher:
Release Date : 2021

Game Based Learning Across The Disciplines written by Carmela Aprea and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021 with categories.


The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.



Game Based Learning And The Power Of Play


Game Based Learning And The Power Of Play
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Author : Pauline Rooney
language : en
Publisher: Cambridge Scholars Publishing
Release Date : 2016-08-17

Game Based Learning And The Power Of Play written by Pauline Rooney and has been published by Cambridge Scholars Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-08-17 with Education categories.


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.



Simulations And Gaming Across Disciplines And Cultures


Simulations And Gaming Across Disciplines And Cultures
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Author : David Crookall
language : en
Publisher: SAGE Publications, Incorporated
Release Date : 1995-06-19

Simulations And Gaming Across Disciplines And Cultures written by David Crookall and has been published by SAGE Publications, Incorporated this book supported file pdf, txt, epub, kindle and other format this book has been release on 1995-06-19 with Computers categories.


This comprehensive and immensely readable volume takes the reader to the cutting edge of the field. Like the conference from which it stems, the book has extremely broad coverage in terms of the topics addressed, the disciplines from which the authors come and to which their papers contribute, and the geographic sites of origin of the ideas and findings. The conference presentations, of a high quality in their initial form, have been wonderfully crafted by the authors with the excellent guidance of the editors. It is a timely addition to the literature and belongs on every gamer′s bookshelf. --Cathy Stein Greenblat, Professor of Sociology, Rutgers University, New Jersey With contributions from leading international researchers in simulation and gaming, this book provides readers with up-to-date coverage of simulation and gaming as a professional endeavor rather than just as a set of subject-relevant techniques. Organized into four parts (applications, policy exercises, research, and professional matters), the book covers such topics as the application of simulation/games to specific purposes (such as international conflict, citizen participation, etc.); research in the areas of business performance and discourse analysis; and debriefing, ethics, and the state of simulation/gaming in various countries. Simulation and Gaming Across Disciplines and Cultures offers readers a cohesive picture of the breadth and richness of the field of simulation and gaming.



Science


Science
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Author :
language : en
Publisher:
Release Date : 2009

Science written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009 with Science categories.




The Road To Information Literacy


The Road To Information Literacy
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Author : Roisin Gwyer
language : en
Publisher: De Gruyter Saur
Release Date : 2012

The Road To Information Literacy written by Roisin Gwyer and has been published by De Gruyter Saur this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Language Arts & Disciplines categories.


Information literacy has been identified as a necessary skill for life, work and citizenship - as well as for academic study - for all of us living in today's information society. This international collection brings together practitioner and research papers from all sectors of information work. It includes case studies and good practice guides, including how librarians and information workers can facilitate information literacy from pre-school children to established researchers, digital literacy and information literacy for citizens.



Gaming In Academic Libraries


Gaming In Academic Libraries
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Author : Amy Harris
language : en
Publisher: Association of College & Research Libraries
Release Date : 2008

Gaming In Academic Libraries written by Amy Harris and has been published by Association of College & Research Libraries this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Computers categories.


This book aims to show how librarians in colleges and universities of varying sizes, populations, and locations have successfully incorporated gaming into their libraries.-Introduction. In an attempt to encompass the variety of ways games are being incorporated into libraries, this book has been divided into three sections: game collections and curricular support, gaming as marketing and gaming as an information literacy tool.



Digital Game Based Learning


Digital Game Based Learning
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Author : Marc Prensky
language : en
Publisher: McGraw-Hill Companies
Release Date : 2001

Digital Game Based Learning written by Marc Prensky and has been published by McGraw-Hill Companies this book supported file pdf, txt, epub, kindle and other format this book has been release on 2001 with Business & Economics categories.


A revolutionary new approach to game-based learning, Digital Game-Based Learning shows businesses how to effectively train their under-30 workers through the use of twitch-speed games, computer games, and more.



Gamify Your Classroom


Gamify Your Classroom
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Author : Matthew Farber
language : en
Publisher: New Literacies and Digital Epistemologies
Release Date : 2014

Gamify Your Classroom written by Matthew Farber and has been published by New Literacies and Digital Epistemologies this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Educational games categories.


This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.



Games To Teach Or Games To Learn


Games To Teach Or Games To Learn
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Author : Yam San Chee
language : en
Publisher: Springer
Release Date : 2015-08-18

Games To Teach Or Games To Learn written by Yam San Chee and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-08-18 with Technology & Engineering categories.


The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.