Playful Teaching Learning Games New Tool For Digital Classrooms

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BOOK EXCERPT:

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.

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Genre : Education
Author : Myint Swe Khine
Publisher : Springer Science & Business Media
Release : 2011-11-13
File : 138 Pages
ISBN-13 : 9789460914607


Global Perspectives On Gameful And Playful Teaching And Learning

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In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.

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Genre : Education
Author : Farber, Matthew
Publisher : IGI Global
Release : 2019-12-27
File : 330 Pages
ISBN-13 : 9781799820178


Proceedings Of The 17th European Conference On Game Based Learning

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These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

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Genre : Education
Author : Ton Spil
Publisher : Academic Conferences and publishing limited
Release : 2023-10-05
File : 950 Pages
ISBN-13 : 9781914587894


Games And Learning Alliance

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This book constitutes the refereed proceedings of the 4th International Conference on Games and Learning Alliance, GALA 2015, held in Rome, Italy, in December 2015. The 33 revised full papers and 15 short papers presented were carefully reviewed and selected from 102 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped around the following topics: games for health, games for mobility, pervasive gaming and urban mobility.

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Genre : Computers
Author : Alessandro de Gloria
Publisher : Springer
Release : 2016-06-22
File : 590 Pages
ISBN-13 : 9783319402161


A Hybrid Approach To Teaching Chinese Through Digital Humanities Call And Project Based Learning

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A Hybrid Approach to Teaching Chinese through Digital Humanities, CALL, and Project-Based Learning presents an exposition of current thinking, research, and best practices in Computer-Assisted Language Learning (CALL), Digital Humanities (DH), and Project-Based Language Learning (PBLL) in the context of teaching Chinese as a foreign language (TCFL). It proposes integrating CALL and DH into PBLL to form a Digital Humanities–Augmented Technology-Enhanced Project-Based Language Learning (DATEPBLL) approach to transform student learning. By combining DH pedagogy and CALL technology with PBLL, the approach takes advantage of their synergies, which enables instructors to help students develop linguistic and cultural competency as well as 21st century skills. Case studies and best practices from experienced Chinese language teachers are presented to demonstrate the value of the DATEPBLL approach. This is the first volume that covers all three fields and makes a strong case for the importance of incorporating CALL, DH, and PBLL for effective language learning. Written for professionals in language education, including educators, curriculum designers and developers, graduate students, publishers, government personnel, and researchers, the book provides theoretical insights and practical applications of CALL, DH, and PBLL.

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Genre : Foreign Language Study
Author : Dongdong Chen
Publisher : Taylor & Francis
Release : 2024-08-15
File : 197 Pages
ISBN-13 : 9781040096635


New Media Literacies And Participatory Popular Culture Across Borders

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How do students’ online literacy practices intersect with online popular culture? In this book scholars from a range of countries including Australia, Lebanon, Nepal, Qatar, South Africa, Turkey, and the United States illustrate and analyze how literacy practices that are mediated through and influenced by popular culture create both opportunities and tensions for secondary and university students. The authors examine issues of theory, identity, and pedagogy as they address participatory popular culture sites such as fan forums, video, blogs, social networking sites, anime, memes, and comics and graphic novels. Uniquely bringing together scholarship about online literacy practices and the growing body of work on participatory popular culture, New Media Literacies and Participatory Popular Culture across Borders makes distinctive contributions to an emerging field of study, pushing forward scholarship about literacy and identity in cross-cultural situations and advancing important conversations about issues of global flows and local responses to popular culture.

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Genre : Education
Author : Bronwyn Williams
Publisher : Routledge
Release : 2012-05-23
File : 230 Pages
ISBN-13 : 9781136635632


Education For Democracy 2 0

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A panorama of perspectives on media education and democracy in a digital age that draws upon projects in both the formal and non-formal education spheres, this collection contributes to conceptualizing and cultivating a more respectful, robust and critically-engaged democracy.

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Genre : Education
Author :
Publisher : BRILL
Release : 2021-01-04
File : 390 Pages
ISBN-13 : 9789004448490


Playful Pedagogy In The Pandemic

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Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.

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Genre : Education
Author : Emily K. Johnson
Publisher : Taylor & Francis
Release : 2022-08-26
File : 133 Pages
ISBN-13 : 9781000640298


Video Games As A Teaching Tool Epic Step By Step Guide

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A clear and effective approach to teaching using digital game.EdTech is an area rife with promises of improved teaching and learning proclaimed by globe-trotting gurus, keynote speakers and product evangelists. Some of them are just hype, but digital game-based learning and teaching (DGBL&T) definitely not. These are here to stay.Why?Because there are more than 2.5 billion video game players all ages worldwide.The average young person accumulates 10,000 hours of gaming before turning 21.75% of gamers believe playing video games provides mental stimulation or education. Parents see digital games as providing a variety of educational benefits and consider them a positive part of their children's lives.Around 61% of senior executives surveyed take daily game breaks at work.Consequently, the interest is growing in the potential of video games for formal and informal education. Furthermore, the recent explosion of online teaching has created a demand for teachers capable of teaching using video games. Yet, comprehensive pedagogical resources are scare.As a result, teachers and educators like you are nervous about introducing video games into their classrooms. They aren't sure where to start, what to take into consideration, where to seek advice.Where to find suitable games?How to assess their effectiveness?What about the cost of acquiring games?How to deal with behavioural issues during gaming sessions in class?How to plan a lesson with a video game?What accompanying activities to offer?What about gaming software and hardware requirements?Are video games suitable for online teaching?...These are some of the questions that cross the teachers' mind.Digital game-based learning and teaching remains a mysterious process, and those who manage to master it are looked upon as Cracks.And how would you feel if you were a digital game-based learning and teaching Crack?The best advice for technology implementation comes from simply trying things out and from speaking with colleagues who were working with similar technology in similar situations and circumstances. This book is such a colleague of yours. It is an informal conversation between a DGBL&T n00b (newbie) and someone with extensive experience using video games for teaching purposes.Video games as a teaching tool. EPIC Guide demystifies the digital game-based learning and teaching process and contains inspiration and guidance on how to effectively bring video games to your classroom!Right from the first pages EPIC Guide gives you advice, instructional strategies, best practices and pro techniques to start teaching with video games.The EPIC guide is based on the letters of the EPIC model and covers most of the aspects of learning and teaching with video games.E evaluates your current resources for using video games in the classroom and opens the curtain of where to find the perfect game.P helps to prepare a lesson plan with video games.I presents a number of actionable ideas for integrating video games in your classroom.C covers the assessment and evaluation of the effectiveness of learning with digital games and invites to become an influencer in this field.Each part has tens of the power questions that you can think about, to stimulate creativity and ideas generation, to test your understanding of the material covered or to go beyond it.This book not only provides tons of practical advice for integrating video games in your classroom but also show you how to choose and use digital games, so they resonate with you and your students.What is more, the book contains video game jokes and memes to develop a taste of gaming humour.Epic Guide is for anyone in a formal and informal education setting who is interested in teaching using video games. Of course, it can be useful for parents who are looking to play video games meaningfully their children.

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Genre :
Author : Elena V Shliakhovchuk
Publisher :
Release : 2020-11-18
File : 278 Pages
ISBN-13 : 8409254468


Game On

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BOOK EXCERPT:

Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources

Product Details :

Genre : Education
Author : Ryan L. Schaaf
Publisher : Solution Tree Press
Release : 2016-10-25
File : 160 Pages
ISBN-13 : 9781936763986