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Cases on Digital Game-Based Learning: Methods, Models, and Strategies

Cases on Digital Game-Based Learning: Methods, Models, and Strategies PDF Author: Baek, Youngkyun
Publisher: IGI Global
ISBN: 1466628499
Category : Education
Languages : en
Pages : 626

Book Description
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.

Cases on Digital Game-Based Learning: Methods, Models, and Strategies

Cases on Digital Game-Based Learning: Methods, Models, and Strategies PDF Author: Baek, Youngkyun
Publisher: IGI Global
ISBN: 1466628499
Category : Education
Languages : en
Pages : 626

Book Description
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.

Digital Game-Based Learning

Digital Game-Based Learning PDF Author: Marc Prensky
Publisher: Paragon House
ISBN: 9781557788634
Category : Education
Languages : en
Pages : 464

Book Description
Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Game-Based Learning

Game-Based Learning PDF Author: Youngkyun Baek
Publisher: Nova Science Publishers
ISBN: 9781536119008
Category : Educational games
Languages : en
Pages : 0

Book Description
At a time when digital games are becoming much more commonly used in classrooms, this book provides a much-needed guide to different forms and applications of digital game-based learning. The book brings together researchers and practitioners from around the world who share their theories, strategies, findings of case studies, and practical approaches to support better performance and learning outcomes when learning with digital games. This book is intended to provide readers with three main parts of information. One is a clear and practical understanding of theory and research-based principles of game-based learning. This first section of the book includes fresh perspectives and an overview of existing and emerging theories in game-based learning, which are also presented in the form of case study findings and implications. The second section of this book gives readers the how to information needed to turn the understanding of intellectual grounding into effective practices of digital games for classroom use. The third part of this book also includes some practical approaches for evaluating different aspects of learning within the game-based learning context. This information about practical approaches is presented through chapters on achievements and performance outcomes. Game-Based Learning: Theory, Strategies, and Performance Outcomes synthesizes arguments, practices, and research findings on the effectiveness of different designs and approaches within game-based learning practices. But, a major message of this book is that the joint influence of implementation, context, and learner characteristics interacting with digital games is what determines learning and achievement outcomes. This book is intended for researchers, practitioners, designers, policy makers, and current and future teachers. The teacher/-educator will benefit from topics such as practical strategies to improve student performance, while researchers can use the findings from the case studies presented in this book as a foundation for future explorations and research studies.

Digital Game-based Learning

Digital Game-based Learning PDF Author: Marc Prensky
Publisher: McGraw-Hill Companies
ISBN:
Category : Computer-assisted instruction
Languages : en
Pages : 474

Book Description
A revolutionary new approach to game-based learning, Digital Game-Based Learning shows businesses how to effectively train their under-30 workers through the use of twitch-speed games, computer games, and more.

Interdisciplinary Design of Game-based Learning Platforms

Interdisciplinary Design of Game-based Learning Platforms PDF Author: Fengfeng Ke
Publisher: Springer
ISBN: 3030043398
Category : Education
Languages : en
Pages : 156

Book Description
This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.

Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1522551999
Category : Education
Languages : en
Pages : 677

Book Description
Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

ECGBL 2020 14th European Conference on Game-Based Learning

ECGBL 2020 14th European Conference on Game-Based Learning PDF Author: Panagiotis Fotaris
Publisher: Academic Conferences limited
ISBN: 1912764709
Category : Education
Languages : en
Pages :

Book Description
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.

Universal Access in Human-Computer Interaction. Theory, Methods and Tools

Universal Access in Human-Computer Interaction. Theory, Methods and Tools PDF Author: Margherita Antona
Publisher: Springer
ISBN: 3030235602
Category : Computers
Languages : en
Pages : 686

Book Description
This two-volume set constitutes the proceedings of the 13th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2019, held as part of the 21st International Conference, HCI International 2019, which took place in Orlando, FL, USA, in July 2019. The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions. UAHCI 2019 includes a total of 95 regular papers; they were organized in topical sections named: universal access theory, methods and tools; novel approaches to accessibility; universal access to learning and education; virtual and augmented reality in universal access; cognitive and learning disabilities; multimodal interaction; and assistive environments.

Advanced Methodologies and Technologies in Media and Communications

Advanced Methodologies and Technologies in Media and Communications PDF Author: Khosrow-Pour, D.B.A., Mehdi
Publisher: IGI Global
ISBN: 1522576029
Category : Business & Economics
Languages : en
Pages : 752

Book Description
Media and communication advancements allow individuals across the globe to connect in the blink of an eye. Individuals can share information and collaborate on new projects like never before while also remaining informed on global issues through ever-improving media outlets and technologies. Advanced Methodologies and Technologies in Media and Communications provides emerging research on the modern effects of media on cultures, individuals, and groups. While highlighting a range of topics such as social media use and marketing, media influence, and communication technology, this book explores how these advancements shape and further the global society. This book is an important resource for media researchers and professionals, academics, students, and communications experts seeking new information on the effective use of modern technology in communication applications.

Transforming K-12 Classrooms with Digital Technology

Transforming K-12 Classrooms with Digital Technology PDF Author: Yang, Zongkai
Publisher: IGI Global
ISBN: 1466645393
Category : Education
Languages : en
Pages : 409

Book Description
Digital and social technologies are changing the education field. Interactive whiteboards and blackboards, e-books, and computer-mediated communication are accelerating the processes of the evolving classroom. These technologies continue to support problem solving, critical thinking, and collaboration skills among students. Transforming K-12 Classrooms with Digital Technology brings together research and practices regarding digital and social technology integration in the K-12 classroom. By sharing practical and conceptual aspects of using digital and social technologies as tools for transforming K-12 learning environments, this reference source is essential for teachers, support staff, school and district administrators, college students, and researchers working teaching and learning in the digital era.