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BOOK EXCERPT:
Digital games are a significant element in the digital media and information society. They influence the development of media technologies as well as interface design, online social interaction and new evaluation approaches.The Fourth Symposium for Information Design focused on the question of how game based learning environments can motivate and stimulate learners in different situations, and improve learning. It presented didactical and pedagogical issues, as well as actual examples and concrete applications.
Product Details :
Genre |
: Philology. Linguistics |
Author |
: Michael Burmester |
Publisher |
: KIT Scientific Publishing |
Release |
: 2006 |
File |
: 264 Pages |
ISBN-13 |
: 9783866440104 |
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BOOK EXCERPT:
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.
Product Details :
Genre |
: Education |
Author |
: Baek, Youngkyun |
Publisher |
: IGI Global |
Release |
: 2013-01-31 |
File |
: 626 Pages |
ISBN-13 |
: 9781466628496 |
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BOOK EXCERPT:
These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.
Product Details :
Genre |
: Education |
Author |
: Panagiotis Fotaris |
Publisher |
: Academic Conferences limited |
Release |
: 2020-09-24 |
File |
: Pages |
ISBN-13 |
: 9781912764709 |
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BOOK EXCERPT:
Product Details :
Genre |
: Education |
Author |
: Conceição Costa |
Publisher |
: Academic Conferences and publishing limited |
Release |
: 2022-10-06 |
File |
: 842 Pages |
ISBN-13 |
: 9781914587528 |
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BOOK EXCERPT:
Product Details :
Genre |
: |
Author |
: |
Publisher |
: Academic Conferences and publishing limited |
Release |
: 2017-10-05 |
File |
: 1007 Pages |
ISBN-13 |
: 9781911218579 |
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BOOK EXCERPT:
The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers. In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.
Product Details :
Genre |
: Education |
Author |
: Margarida Romero |
Publisher |
: Springer |
Release |
: 2016-10-22 |
File |
: 157 Pages |
ISBN-13 |
: 9783319417974 |
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BOOK EXCERPT:
Product Details :
Genre |
: Education |
Author |
: Lars Elbæk |
Publisher |
: Academic Conferences and publishing limited |
Release |
: 2019-10-03 |
File |
: Pages |
ISBN-13 |
: 9781912764372 |
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BOOK EXCERPT:
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Product Details :
Genre |
: Education |
Author |
: Management Association, Information Resources |
Publisher |
: IGI Global |
Release |
: 2021-11-26 |
File |
: 1971 Pages |
ISBN-13 |
: 9781668437117 |
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BOOK EXCERPT:
Product Details :
Genre |
: |
Author |
: Dimitris Gouscos |
Publisher |
: Academic Conferences and Publishing International |
Release |
: |
File |
: 679 Pages |
ISBN-13 |
: 9781908272195 |
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BOOK EXCERPT:
Product Details :
Genre |
: Computer simulation |
Author |
: Patrick Felicia |
Publisher |
: Academic Conferences Limited |
Release |
: 2012 |
File |
: 678 Pages |
ISBN-13 |
: 9781908272690 |