Using Games To Enhance Learning And Teaching

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BOOK EXCERPT:

Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.

Product Details :

Genre : Education
Author : Nicola Whitton
Publisher : Routledge
Release : 2012
File : 234 Pages
ISBN-13 : 9780415897723


Learning Education Games Volume 3 100 Games To Use In The Classroom Beyond

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BOOK EXCERPT:

Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

Product Details :

Genre : Education
Author : Karen Schrier
Publisher : Lulu.com
Release : 2019-11-18
File : 584 Pages
ISBN-13 : 9780359984015


Using Games To Enhance Learning And Teaching

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BOOK EXCERPT:

Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.

Product Details :

Genre : Education
Author : Nicola Whitton
Publisher : Routledge
Release : 2012-05-23
File : 234 Pages
ISBN-13 : 9781136341304


Gaming For Classroom Based Learning Digital Role Playing As A Motivator Of Study

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BOOK EXCERPT:

As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

Product Details :

Genre : Computers
Author : Baek, Young Kyun
Publisher : IGI Global
Release : 2010-05-31
File : 358 Pages
ISBN-13 : 9781615207145


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

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


Game Based Learning And The Power Of Play

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BOOK EXCERPT:

In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.

Product Details :

Genre : Education
Author : Pauline Rooney
Publisher : Cambridge Scholars Publishing
Release : 2016-08-17
File : 275 Pages
ISBN-13 : 9781443898416


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.

Product Details :

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


Games To Teach Or Games To Learn

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BOOK EXCERPT:

The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.

Product Details :

Genre : Technology & Engineering
Author : Yam San Chee
Publisher : Springer
Release : 2015-08-18
File : 199 Pages
ISBN-13 : 9789812875181


Handbook Of Research On Improving Learning And Motivation Through Educational Games Multidisciplinary Approaches

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"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

Product Details :

Genre : Education
Author : Felicia, Patrick
Publisher : IGI Global
Release : 2011-04-30
File : 1462 Pages
ISBN-13 : 9781609604967


It S Game Time

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BOOK EXCERPT:

Successful teachers are typically capable of keeping their students actively involved, but one way to guarantee students' attention is through the use of classroom games. Besides being a welcome change-of-pace to routine lessons, games can be a lot of fun for both the students and the teacher. It's Game Time!: Games to Enhance Classroom Learning enables the teacher to decide when and how to use games to effectively complement their teaching philosophy and style to meet the needs of their students by providing over 40 games that can be used in any class at any level. Playing games in the classroom can enhance learning by providing a non-tedious, pleasant form of drill and practice help the students to learn the course content be useful in providing for individual differences motivate students to improve study habits relate course content to individual interests give more students a chance to be successful encourage cooperation among students help promote student leadership

Product Details :

Genre : Education
Author : Nicholas J. Rinaldi
Publisher : Rowman & Littlefield
Release : 2015-03-18
File : 101 Pages
ISBN-13 : 9781475815245