Game based Learning in Action

Game based Learning in Action
Author: Matthew Farber
Publsiher: New Literacies and Digital Epistemologies
Total Pages: 0
Release: 2018
Genre: Educational games
ISBN: 1433144743

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Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.

Game based Learning

Game based Learning
Author: Youngkyun Baek
Publsiher: Unknown
Total Pages: 468
Release: 2017
Genre: Education
ISBN: 1536119202

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At a time when digital games are becoming much more commonly used in classrooms, Game-Based Learning: Theory, Strategies, and Performance Outcomes provides a much-needed guide to different forms and applications of digital game-based learning. This 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.

Handbook of Game Based Learning

Handbook of Game Based Learning
Author: Jan L. Plass,Richard E. Mayer,Bruce D. Homer
Publsiher: MIT Press
Total Pages: 601
Release: 2020-02-04
Genre: Education
ISBN: 9780262043380

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A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Aesthetics and Design for Game based Learning

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.

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.

Graduate Skills and Game Based Learning

Graduate Skills and Game Based Learning
Author: Matthew Barr
Publsiher: Springer Nature
Total Pages: 238
Release: 2019-09-05
Genre: Education
ISBN: 9783030277864

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This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.

Interdisciplinary Design of Game based Learning Platforms

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.

Digital Game Based Learning

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.