Developments in Current Game Based Learning Design and Deployment

Developments in Current Game Based Learning Design and Deployment
Author: Felicia, Patrick
Publsiher: IGI Global
Total Pages: 454
Release: 2012-07-31
Genre: Education
ISBN: 9781466618657

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Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Cases on the Societal Effects of Persuasive Games

Cases on the Societal Effects of Persuasive Games
Author: Ruggiero, Dana
Publsiher: IGI Global
Total Pages: 345
Release: 2014-06-30
Genre: Technology & Engineering
ISBN: 9781466662070

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"This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more"--Provided by publisher.

Game Based Assessment Revisited

Game Based Assessment Revisited
Author: Dirk Ifenthaler,Yoon Jeon Kim
Publsiher: Springer Nature
Total Pages: 361
Release: 2019-11-05
Genre: Education
ISBN: 9783030155698

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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 are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.

Current Trends in Game Based Learning

Current Trends in Game Based Learning
Author: Margarida Morais Marques,Lúcia Pombo
Publsiher: Unknown
Total Pages: 114
Release: 2021
Genre: Electronic Book
ISBN: 3036523154

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A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students' motivation and engagement in learning processes.Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue “Current Trends in Game-Based Learning”. This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them.

Game based Learning Across the Disciplines

Game based Learning Across the Disciplines
Author: Carmela Aprea,Dirk Ifenthaler
Publsiher: Springer Nature
Total Pages: 427
Release: 2021-08-02
Genre: Education
ISBN: 9783030751425

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The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.

Gamification for Human Factors Integration Social Education and Psychological Issues

Gamification for Human Factors Integration  Social  Education  and Psychological Issues
Author: Bishop, Jonathan
Publsiher: IGI Global
Total Pages: 362
Release: 2014-01-31
Genre: Technology & Engineering
ISBN: 9781466650725

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With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.

Mobile Learning and STEM

Mobile Learning and STEM
Author: Helen Crompton,John Traxler
Publsiher: Routledge
Total Pages: 302
Release: 2015-12-07
Genre: Education
ISBN: 9781317596523

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In recent years, there has been a renewed focus on STEM education in the United States, fueled by evidence that young learners’ competencies in science, technology, engineering, and mathematics are falling behind those of their global peers. Scholars and practitioners are beginning to utilize the new pedagogical opportunities offered by mobile learning to improve the successes of teachers and K-12 students across STEM subjects. Mobile Learning and STEM: Case Studies in Practice is a comprehensive collection of case studies that explore mobile learning’s support of STEM subjects and that utilize mobile technology to facilitate unique and effective K-12 teaching and learning experiences. In addition to its focus on STEM achievement for researchers, this volume is a resource for teachers working to implement mobile learning initiatives into their classrooms. Mobile Learning and STEM also includes research that is applicable to classrooms in nations around the world, where few students from underrepresented racial and socioeconomic backgrounds are entering into STEM jobs. Concluding with a summary of its research and its implications to future scholarship and practice, this book is a springboard for practitioners, specialists, higher education instructors, and researchers who want to establish better practices in schools and raise student achievement in STEM subjects.

Research Anthology on Developments in Gamification and Game Based Learning

Research Anthology on Developments in Gamification and Game Based Learning
Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 1971
Release: 2021-11-26
Genre: Education
ISBN: 9781668437117

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Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.