Guidelines For Game Based Learning

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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.

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Genre : Computer-assisted instruction
Author : Maja Pivec
Publisher : Pabst Science Publishers
Release : 2004
File : 118 Pages
ISBN-13 : 9781593260729


Digital Game Based Learning

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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.

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Genre : Philology. Linguistics
Author : Michael Burmester
Publisher : KIT Scientific Publishing
Release : 2006
File : 264 Pages
ISBN-13 : 9783866440104


Ecgbl 2018 12th European Conference On Game Based Learning

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Genre : Games & Activities
Author : Dr Melanie Ciussi
Publisher : Academic Conferences and publishing limited
Release : 2018-10-04
File : 962 Pages
ISBN-13 : 9781912764006


Games Based Learning Advancements For Multi Sensory Human Computer Interfaces Techniques And Effective Practices

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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.

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Genre : Education
Author : Connolly, Thomas
Publisher : IGI Global
Release : 2009-05-31
File : 394 Pages
ISBN-13 : 9781605663616


Ecgbl2015 9th European Conference On Games Based Learning

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These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA

Product Details :

Genre : Computers
Author : Robin Munkvold and Line Kolås
Publisher : Academic Conferences and publishing limited
Release : 2015-09-18
File : 825 Pages
ISBN-13 : 9781910810583


Research Anthology On Developments In Gamification And Game Based Learning

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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.

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Genre : Education
Author : Management Association, Information Resources
Publisher : IGI Global
Release : 2021-11-26
File : 1971 Pages
ISBN-13 : 9781668437117


Ecgbl 2021 15th European Conference On Game Based Learning

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Genre : Computers
Author : Panagiotis Fotaris
Publisher : Academic Conferences Limited
Release : 2021-09-23
File : Pages
ISBN-13 : 9781914587139


Developments In Current Game Based Learning Design And Deployment

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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.

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Genre : Education
Author : Felicia, Patrick
Publisher : IGI Global
Release : 2012-07-31
File : 454 Pages
ISBN-13 : 9781466618657


Game Based Learning

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This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.

Product Details :

Genre : Juvenile Nonfiction
Author : Patrick Felicia
Publisher : Cambridge Scholars Publishing
Release : 2014-06-26
File : 280 Pages
ISBN-13 : 9781443862431


Ecgbl 2019 13th European Conference On Game Based Learning

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Genre : Education
Author : Lars Elbæk
Publisher : Academic Conferences and publishing limited
Release : 2019-10-03
File : Pages
ISBN-13 : 9781912764372