Design And Development Of Training Games

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Leaders in the field of serious games share practical guidelines and lessons learned from researching and developing learning games.

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Genre : Computers
Author : Talib S. Hussain
Publisher : Cambridge University Press
Release : 2015
File : 571 Pages
ISBN-13 : 9781107051744


Serious Game Design And Development Technologies For Training And Learning

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"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.

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Genre : Computers
Author : Cannon-Bowers, Jan
Publisher : IGI Global
Release : 2010-02-28
File : 382 Pages
ISBN-13 : 9781615207404


Learning By Playing Game Based Education System Design And Development

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With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.

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Genre : Education
Author : Maiga Chang
Publisher : Springer
Release : 2009-07-31
File : 596 Pages
ISBN-13 : 9783642033643


Ecgbl 2022 16th European Conference On Game Based Learning

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Genre : Education
Author : Conceição Costa
Publisher : Academic Conferences and publishing limited
Release : 2022-10-06
File : 842 Pages
ISBN-13 : 9781914587528


Games And Simulations In Online Learning Research And Development Frameworks

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"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.

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Genre : Education
Author : Gibson, David
Publisher : IGI Global
Release : 2006-09-30
File : 420 Pages
ISBN-13 : 9781599043067


Digital Skills And Life Long Learning Digital Learning As A New Insight Of Enhanced Learning By The Innovative Approach Joining Technology And Cognition

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Recently, technology and aging have been key research areas in human cognition. The Research Topic “Digital Skills and Life-long Learning: Digital Learning as a New Insight of Enhanced Learning by the Innovative Approach Joining Technology and Cognition” investigated technology's impact on cognitive and intellective processes, highlighting how intensively technology can change and/or enhance the cognitive functioning throughout one’s lifespan. The aim of this Research Topic was to provide an outlook through multidisciplinary research and development while addressing the dynamic intersection of cognition, mind, and technology. Our scope was 1) to favor the cognitive technology debate, 2) to overcome the dichotomies of technology and psychology, 3) to emphasize the advances in knowledge and well-being. This Research Topic comprises review studies and original articles, focused on digital skills that enhance human potential. Transversal approaches and cross-sectorial analysis were encouraged, leading to investigation areas related to cognitive and mental processing—in educational, rehabilitation, clinical settings—across aging. Articles of high relevance to the Research Topic were submitted on the subjects of a) research in human performance and human factors, b) new research and technologies addressing the needs of a growing populace, and c) cognitive aging and cognitive rehabilitation research.

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Author : Dina Di Giacomo
Publisher : Frontiers Media SA
Release : 2019-03-01
File : 116 Pages
ISBN-13 : 9782889457533


New Traditional Games For Learning

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A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.

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Genre : Education
Author : Alex Moseley
Publisher : Routledge
Release : 2013-09-05
File : 234 Pages
ISBN-13 : 9781135072377


Learning Games

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This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences. The book includes stories from the authors’ lives that give context to why and how they built these products to help the reader understand whether or not building a learning game is right for them and what challenges they might face. It also gives a framework for thinking ethically about design and research when it comes to designing complex digital systems like educational games. /div

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Genre : Education
Author : Scott J. Warren
Publisher : Springer
Release : 2017-06-16
File : 262 Pages
ISBN-13 : 9783319468297


Ecgbl 2017 11th European Conference On Game Based Learning

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Author :
Publisher : Academic Conferences and publishing limited
Release : 2017-10-05
File : 1007 Pages
ISBN-13 : 9781911218579


Emerging Trends In Ict For Sustainable Development

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This book features original research and recent advances in ICT fields related to sustainable development. Based the International Conference on Networks, Intelligent systems, Computing & Environmental Informatics for Sustainable Development, held in Marrakech in April 2020, it features peer-reviewed chapters authored by prominent researchers from around the globe. As such it is an invaluable resource for courses in computer science, electrical engineering and urban sciences for sustainable development. This book covered topics including • Green Networks • Artificial Intelligence for Sustainability• Environment Informatics• Computing Technologies

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Genre : Computers
Author : Mohamed Ben Ahmed
Publisher : Springer Nature
Release : 2021-01-23
File : 406 Pages
ISBN-13 : 9783030534400