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BOOK EXCERPT:
Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.
Product Details :
Genre |
: Education |
Author |
: Connolly, Thomas |
Publisher |
: IGI Global |
Release |
: 2009-05-31 |
File |
: 394 Pages |
ISBN-13 |
: 9781605663616 |
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BOOK EXCERPT:
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.
Product Details :
Genre |
: Language Arts & Disciplines |
Author |
: Lane, Carol-Ann |
Publisher |
: IGI Global |
Release |
: 2022-01-07 |
File |
: 958 Pages |
ISBN-13 |
: 9781799872733 |
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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 |
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BOOK EXCERPT:
Product Details :
Genre |
: |
Author |
: |
Publisher |
: Academic Conferences and publishing limited |
Release |
: |
File |
: 1041 Pages |
ISBN-13 |
: 9781911218098 |
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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:
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.
Product Details :
Genre |
: Education |
Author |
: Felicia, Patrick |
Publisher |
: IGI Global |
Release |
: 2012-07-31 |
File |
: 454 Pages |
ISBN-13 |
: 9781466618657 |
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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 |
: |
Author |
: |
Publisher |
: Academic Conferences and publishing limited |
Release |
: 2017-10-05 |
File |
: 1007 Pages |
ISBN-13 |
: 9781911218579 |
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BOOK EXCERPT:
Today, Digital Systems and Services for Technology Supported Learning and Education are recognized as the key drivers to transform the way that individuals, groups and organizations “learn” and the way to “assess learning” in 21st Century. These transformations influence: Objectives - moving from acquiring new “knowledge” to developing new and relevant “competences”; Methods – moving from “classroom” based teaching to “context-aware” personalized learning; and Assessment – moving from “life-long” degrees and certifications to “on-demand” and “in-context” accreditation of qualifications. Within this context, promoting Open Access to Formal and Informal Learning, is currently a key issue in the public discourse and the global dialogue on Education, including Massive Open Online Courses (MOOCs) and Flipped School Classrooms. This volume on Digital Systems for Open Access to Formal and Informal Learning contributes to the international dialogue between researchers, technologists, practitioners and policy makers in Technology Supported Education and Learning. It addresses emerging issues related with both theory and practice, as well as, methods and technologies that can support Open Access to Formal and Informal Learning. In the twenty chapters contributed by international experts who are actively shaping the future of Educational Technology around the world, topics such as: - The evolution of University Open Courses in Transforming Learning - Supporting Open Access to Teaching and Learning of People with Disabilities - Assessing Student Learning in Online Courses - Digital Game-based Learning for School Education - Open Access to Virtual and Remote Labs for STEM Education - Teachers’ and Schools’ ICT Competence Profiling - Web-Based Education and Innovative Leadership in a K-12 International School Setting are presented. An in-depth blueprint of the promise, potential, and imminent future of the field, Digital Systems for Open Access to Formal and Informal Learning is necessary reading for researchers and practitioners, as well as, undergraduate and postgraduate students, in educational technology.
Product Details :
Genre |
: Education |
Author |
: Demetrios G. Sampson |
Publisher |
: Springer |
Release |
: 2014-07-17 |
File |
: 346 Pages |
ISBN-13 |
: 9783319022642 |