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Using Games To Enhance Learning And Teaching


Using Games To Enhance Learning And Teaching
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Using Games To Enhance Learning And Teaching


Using Games To Enhance Learning And Teaching
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Author : Nicola Whitton
language : en
Publisher: Routledge
Release Date : 2012

Using Games To Enhance Learning And Teaching written by Nicola Whitton and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Education categories.


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 Teachingoffers 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.



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.



Playful Teaching Learning Games New Tool For Digital Classrooms


Playful Teaching Learning Games New Tool For Digital Classrooms
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Author : Myint Swe Khine
language : en
Publisher: Springer Science & Business Media
Release Date : 2011-11-13

Playful Teaching Learning Games New Tool For Digital Classrooms written by Myint Swe Khine and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-11-13 with Education categories.


Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.



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.



It S Game Time


It S Game Time
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Author : Nicholas J. Rinaldi
language : en
Publisher: Rowman & Littlefield Publishers
Release Date : 2015

It S Game Time written by Nicholas J. Rinaldi and has been published by Rowman & Littlefield Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with Education categories.


Successful teachers are typically capable of keeping their students actively involved, but one way to guarantee students' attention is through the use of classroom games. Besides being a welcome change-of-pace to routine lessons, games can be a lot of fun for both the students and the teacher. It's Game Time : Games to Enhance Classroom Learning enables the teacher to decide when and how to use games to effectively complement their teaching philosophy and style to meet the needs of their students by providing over 40 games that can be used in any class at any level. Playing games in the classroom can .enhance learning by providing a non-tedious, pleasant form of drill and practice .help the students to learn the course content .be useful in providing for individual differences .motivate students to improve study habits .relate course content to individual interests .give more students a chance to be successful .encourage cooperation among students .help promote student leadership"



Gaming For Classroom Based Learning Digital Role Playing As A Motivator Of Study


Gaming For Classroom Based Learning Digital Role Playing As A Motivator Of Study
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Author : Baek, Young Kyun
language : en
Publisher: IGI Global
Release Date : 2010-05-31

Gaming For Classroom Based Learning Digital Role Playing As A Motivator Of Study written by Baek, Young Kyun and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-05-31 with Computers categories.


As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.



Design Motivation And Frameworks In Game Based Learning


Design Motivation And Frameworks In Game Based Learning
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Author : Tan, Wee Hoe
language : en
Publisher: IGI Global
Release Date : 2018-07-13

Design Motivation And Frameworks In Game Based Learning written by Tan, Wee Hoe and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-13 with Education categories.


Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.



Learning By Playing


Learning By Playing
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Author : Fran C. Blumberg PhD
language : en
Publisher: Oxford University Press
Release Date : 2014-03-10

Learning By Playing written by Fran C. Blumberg PhD and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-03-10 with Psychology categories.


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.



Educational Technology For Teaching And Learning


Educational Technology For Teaching And Learning
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Author : Timothy J. Newby
language : en
Publisher: Prentice Hall
Release Date : 2006

Educational Technology For Teaching And Learning written by Timothy J. Newby and has been published by Prentice Hall this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Education categories.


The third edition ofEducational Technology for Teaching and Learningintroduces teachers to the approaches, methods, and procedures for integrating not only computers but also other media into the curriculum. This concise book provides the basics for becoming a knowledgeable educator in the 21st century: understanding the foundations of learning and technology; planning technology/media-supported learning experiences, integrating technology and media meaningfully into the curriculum, and ensuring the success of technology/media-supported lessons.



Using Games And Simulations For Teaching And Assessment


Using Games And Simulations For Teaching And Assessment
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Author : Harold F. O'Neil
language : en
Publisher: Routledge
Release Date : 2016-03-31

Using Games And Simulations For Teaching And Assessment written by Harold F. O'Neil and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-03-31 with Computers categories.


Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.