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Leading Issues In Games Based Learning


Leading Issues In Games Based Learning
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Leading Issues In Games Based Learning


Leading Issues In Games Based Learning
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Author : Thomas Connolly
language : en
Publisher: Academic Conferences Limited
Release Date : 2011

Leading Issues In Games Based Learning written by Thomas Connolly and has been published by Academic Conferences Limited this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011 with categories.


It has been said that the future will never be the same again, which is undoubtedly true, as is the statement that learning will never the same again. Many of the old rules of learning are being swept away and it is increasingly realised that knowledge of “fact” is less important than understanding of situations. It is now well established that understanding can be facilitated by simulation, which is one of the principles on which games-based learning is founded. Games-based learning is also important because there is so much pressure on the teaching resources available. Demand for learning has never been greater and it is likely to continue to grow exponentially. In this environment games-based learning has come into its own. It has always been true that there has been much to learn from games. Both competitiveness and team work have traditionally be learnt on the playing fields of schools around the world. Strategic thinking has been learnt from games such as Chess, even Checkers, and in a more sophisticated way the board game Diplomacy. With the power available through ICT entirely new games are possible that have a much richer and more engaging potential for learners. This is transforming learning and opening up new avenues for both learners and those who are helping them learn. This book represents some of the leading edge thinking in this field and is highly recommended to academics and training practitioners.



Current Trends In Game Based Learning


Current Trends In Game Based Learning
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Author : Margarida Morais Marques
language : en
Publisher: Mdpi AG
Release Date : 2021-11-26

Current Trends In Game Based Learning written by Margarida Morais Marques and has been published by Mdpi AG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-11-26 with Education categories.


A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students' motivation and engagement in learning processes. Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue "Current Trends in Game-Based Learning". This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them.



Exploring The Potential Of Digital Game Based Learning In The Efl Classroom


Exploring The Potential Of Digital Game Based Learning In The Efl Classroom
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Author : Marie Schneider
language : en
Publisher: GRIN Verlag
Release Date : 2012-11-27

Exploring The Potential Of Digital Game Based Learning In The Efl Classroom written by Marie Schneider and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-11-27 with Foreign Language Study categories.


Examination Thesis from the year 2011 in the subject Didactics for the subject English - Pedagogy, Literature Studies, grade: 1,0, http://www.uni-jena.de/ (Anglistik/Amerikanistik), language: English, abstract: Die Staatsexamensarbeit trägt den Titel “Exploring the Potential of Digital Game Based Learning in the EFL Classroom” und lotet das Potenzial kommerzieller Computerspiele für die Ausbildung von Fach- und Medienkompetenz im Englischunterricht aus. Im Unterschied zu bisherigen Untersuchungen werden Computerspiele dabei nicht als Unterrichtsthema sondern als Werkzeug bzw. Methode unter die Lupe genommen. Die innovative Arbeit nimmt einen neuen Blickwinkel auf das Thema ein und trägt so zu einem noch sehr jungen Forschungsfeld bei, auf welchem – vor allem in Deutschland – nur wenige Publikationen erschienen sind und welches somit nur in Ansätzen untersucht worden ist.



Digital Game Based Learning


Digital Game Based Learning
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Author : Marc Prensky
language : en
Publisher: Paragon House
Release Date : 2007-03-01

Digital Game Based Learning written by Marc Prensky and has been published by Paragon House this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-03-01 with Education categories.


Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.



Current Index To Journals In Education


Current Index To Journals In Education
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Author :
language : en
Publisher:
Release Date : 2000

Current Index To Journals In Education written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2000 with Education categories.




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.



Guidelines For Game Based Learning


Guidelines For Game Based Learning
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Author : Maja Pivec
language : en
Publisher: Pabst Science Publishers
Release Date : 2004

Guidelines For Game Based Learning written by Maja Pivec and has been published by Pabst Science Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computer-assisted instruction categories.


Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for learning purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating the learning process.



Developments In Current Game Based Learning Design And Deployment


Developments In Current Game Based Learning Design And Deployment
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Author : Felicia, Patrick
language : en
Publisher: IGI Global
Release Date : 2012-07-31

Developments In Current Game Based Learning Design And Deployment written by Felicia, Patrick and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-07-31 with Education categories.


Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.



Exploring Current Issues In Educational Technology


Exploring Current Issues In Educational Technology
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Author : Drew Tiene
language : en
Publisher: McGraw-Hill Humanities, Social Sciences & World Languages
Release Date : 2001

Exploring Current Issues In Educational Technology written by Drew Tiene and has been published by McGraw-Hill Humanities, Social Sciences & World Languages this book supported file pdf, txt, epub, kindle and other format this book has been release on 2001 with Education categories.


This text deals with controversial issues about technology and its use in classrooms. Issues include the educational application and classroom implementation of new communications technologies such as e-mail, the Internet and World Wide Web; laptop computers, school television newscasts, hypermedia environments, distance education, virtual reality, artificial intelligence, and the like. Rather than simply providing information, the text presents problematic issues and situations in realistic case studies and asks the student how best to deal with them. The scenarios involve such issues as commercial TV in the classroom, copyrights and fair use, researching on the Web, and online learning communities. Each scenario is introduced by a clear explanation of why the issues raised are important. Each case study demands student research and a written response outlining what they believe to be the best course of action.



The Guide To Simulations Games For Education And Training


The Guide To Simulations Games For Education And Training
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Author : Robert E. Horn
language : en
Publisher: SAGE Publications, Incorporated
Release Date : 1980-03

The Guide To Simulations Games For Education And Training written by Robert E. Horn 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 1980-03 with Education categories.


This is the fullest guide to available games and simulations for use in business and education. There are over 1,400 separate entries -- about half of them new to this edition -- giving each game's name, copyright, manufacturer, price, age and number of players, together with a full description. Twenty four essays evaluate and contrast games for specific settings, making this a consumer report for game users.