Design Motivation And Frameworks In Game Based Learning
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Design Motivation and Frameworks in Game Based Learning
Author | : Tan, Wee Hoe |
Publsiher | : IGI Global |
Total Pages | : 306 |
Release | : 2018-07-13 |
Genre | : Education |
ISBN | : 9781522560272 |
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Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.
Aesthetics and Design for Game based Learning
Author | : Michele D. Dickey |
Publsiher | : Routledge |
Total Pages | : 184 |
Release | : 2015-02-20 |
Genre | : Education |
ISBN | : 9781317961376 |
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Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on: player positioning game mechanics narrative design environment design character design. Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning.
Interdisciplinary Design of Game based Learning Platforms
Author | : Fengfeng Ke,Valerie Shute,Kathleen M. Clark,Gordon Erlebacher |
Publsiher | : Springer |
Total Pages | : 156 |
Release | : 2018-12-07 |
Genre | : Education |
ISBN | : 9783030043391 |
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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.
Assessment in Game Based Learning
Author | : Dirk Ifenthaler,Deniz Eseryel,Xun Ge |
Publsiher | : Springer Science & Business Media |
Total Pages | : 476 |
Release | : 2012-06-13 |
Genre | : Education |
ISBN | : 9781461435464 |
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The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.
Digital Game Based Learning
Author | : Marc Prensky |
Publsiher | : Paragon House |
Total Pages | : 464 |
Release | : 2007-03-01 |
Genre | : Education |
ISBN | : 1557788634 |
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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 and the Power of Play
Author | : Pauline Rooney,Nicola Whitton |
Publsiher | : Cambridge Scholars Publishing |
Total Pages | : 275 |
Release | : 2016-08-17 |
Genre | : Education |
ISBN | : 9781443898416 |
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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.
Gamification in Learning and Education
Author | : Sangkyun Kim,Kibong Song,Barbara Lockee,John Burton |
Publsiher | : Springer |
Total Pages | : 159 |
Release | : 2017-09-19 |
Genre | : Education |
ISBN | : 9783319472836 |
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This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Handbook of Research on Improving Learning and Motivation through Educational Games Multidisciplinary Approaches
Author | : Felicia, Patrick |
Publsiher | : IGI Global |
Total Pages | : 1462 |
Release | : 2011-04-30 |
Genre | : Education |
ISBN | : 9781609604967 |
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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.