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The World of Games: Technologies for Experimenting, Thinking, Learning

The World of Games: Technologies for Experimenting, Thinking, Learning PDF Author: Daria Bylieva
Publisher: Springer Nature
ISBN: 3031480163
Category : Computers
Languages : en
Pages : 420

Book Description
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.

The World of Games: Technologies for Experimenting, Thinking, Learning

The World of Games: Technologies for Experimenting, Thinking, Learning PDF Author: Daria Bylieva
Publisher: Springer Nature
ISBN: 3031480163
Category : Computers
Languages : en
Pages : 420

Book Description
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.

The World of Games: Technologies for Experimenting, Thinking, Learning

The World of Games: Technologies for Experimenting, Thinking, Learning PDF Author: Daria Bylieva
Publisher: Springer Nature
ISBN: 3031480201
Category : Computers
Languages : en
Pages : 449

Book Description
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.

The World of Games: Technologies for Experimenting, Thinking, Learning

The World of Games: Technologies for Experimenting, Thinking, Learning PDF Author: Daria Bylieva
Publisher: Springer
ISBN: 9783031480195
Category : Computers
Languages : en
Pages : 0

Book Description
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.

The World of Games: Technologies for Experimenting, Thinking, Learning

The World of Games: Technologies for Experimenting, Thinking, Learning PDF Author: Daria Bylieva
Publisher: Springer
ISBN: 9783031480157
Category : Computers
Languages : en
Pages : 0

Book Description
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.

The Oxford Handbook of the Development of Play

The Oxford Handbook of the Development of Play PDF Author: Anthony D. Pellegrini
Publisher:
ISBN: 0195393007
Category : Psychology
Languages : en
Pages : 393

Book Description
The role of play in human development has long been the subject of controversy. Despite being championed by many of the foremost scholars of the twentieth century, play has been dogged by underrepresentation and marginalization in literature across the scientific disciplines. The Oxford Handbook of the Development of Play marks the first attempt to examine the development of children's play through a rigorous and multidisciplinary approach. Comprising chapters from the foremost scholars in psychology, anthropology, and evolutionary biology, this handbook resets the landscape of developmental science and makes a compelling case for the benefits of play. Edited by respected play researcher Anthony D. Pellegrini, The Oxford Handbook of the Development of Play is both a scientific accomplishment and a shot across the bow for parents, educators, and policymakers regarding the importance of children's play in both development and learning.

Computer Science and Education. Computer Science and Technology

Computer Science and Education. Computer Science and Technology PDF Author: Wenxing Hong
Publisher: Springer Nature
ISBN: 9819707307
Category :
Languages : en
Pages : 519

Book Description


Embracing Cutting-Edge Technology in Modern Educational Settings

Embracing Cutting-Edge Technology in Modern Educational Settings PDF Author: Chee, Ken Nee
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 351

Book Description
As classrooms transform into dynamic digital arenas, educators are presented with an unprecedented canvas to reimagine teaching methodologies, forging pathways toward enriched engagement, personalized instruction, and unparalleled efficacy. Embracing Cutting-Edge Technology in Modern Educational Settings delves into the fusion of pedagogy and innovation, unraveling the myriad ways through which contemporary technology can revolutionize learning experiences. The book embarks on a comprehensive journey to unearth the profound impact of emerging technologies within the educational landscape of the digital age. This publication is a mosaic of scholarly voices and innovative minds collaborating to illuminate how cutting-edge technology can be seamlessly integrated into modern learning environments. By traversing a spectrum of topics, the book casts light on the paradigm shifts from personalized learning orchestrated by Artificial Intelligence (AI), to the immersive experience offered by virtual and augmented reality, to the engagement entwined within gamified learning. The book acknowledges possibilities for uses of new technology in education will extend far beyond our current capabilities, which raises questions beyond how it can be useful. Ethical nuances are probed, data privacy's mantle must be vigilantly upheld, and the uncharted territories of blockchain, robotics, and quantum computing within education are explored and discussed within this text. The coverage of each topic eludes to the massive potential for transformation. Learning analytics, the educational Internet of Things (IoT), mobile learning, and the ascent of AI-powered tutors all find their place within this technologically enhanced academic sphere. This book is ideal for various stakeholders who share an affinity for the confluence of education and technology, including educators, researchers, technology developers, policymakers, administrators, and graduate students.

Experimental Games

Experimental Games PDF Author: Patrick Jagoda
Publisher: University of Chicago Press
ISBN: 022663003X
Category : Social Science
Languages : en
Pages : 403

Book Description
In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.

Professional Education Using E-Simulations: Benefits of Blended Learning Design

Professional Education Using E-Simulations: Benefits of Blended Learning Design PDF Author: Holt, Dale
Publisher: IGI Global
ISBN: 1613501900
Category : Education
Languages : en
Pages : 454

Book Description
The use of digital, Web-based simulations for education and training in the workplace is a significant, emerging innovation requiring immediate attention. A convergence of new educational needs, theories of learning, and role-based simulation technologies points to educators’ readiness for e-simulations. As modern e-simulations aim at integration into blended learning environments, they promote rich experiential, constructivist learning. Professional Education Using E-Simulations: Benefits of Blended Learning Design contains a broad range of theoretical perspectives on, and practical illustrations of, the field of e-simulations for educating the professions in blended learning environments. Readers will see authors articulate various views on the nature of professions and professionalism, the nature and roles that various types of e-simulations play in contributing to developing an array of professional capabilities, and various viewpoints on how e-simulations as an integral component of blended learning environments can be conceived, enacted, evaluated, and researched.

Technology Supported Active Learning

Technology Supported Active Learning PDF Author: Carlos Vaz de Carvalho
Publisher: Springer Nature
ISBN: 9811620822
Category : Education
Languages : en
Pages : 188

Book Description
This book promotes student-centered approaches to the learning process, allowing students to develop skills and competences that traditional, passive learning methods cannot foster. In turn, supporting active learning with digital technology tools creates new possibilities in terms of pedagogical design and implementation. This book addresses the latest research and practice in the use of technology to promote active learning. As such, on the one hand, it focuses on active pedagogical methodologies like problem-based learning, design thinking and agile approaches; on the other, it presents best practice cases on the use of digital environments to support these methodologies. Readers will come to understand and learn to apply active learning methodologies, either by replicating the best practices presented here, or by creating their own methods.