Games Based Learning Advancements for Multi Sensory Human Computer Interfaces Techniques and Effective Practices

Games Based Learning Advancements for Multi Sensory Human Computer Interfaces  Techniques and Effective Practices
Author: Connolly, Thomas,Stansfield, Mark,Boyle, Liz
Publsiher: IGI Global
Total Pages: 394
Release: 2009-05-31
Genre: Education
ISBN: 9781605663616

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Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.

Handbook of Research on Improving Learning and Motivation through Educational Games Multidisciplinary Approaches

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.

10th European Conference on Games Based Learning

10th European Conference on Games Based Learning
Author: Anonim
Publsiher: Academic Conferences and publishing limited
Total Pages: 135
Release: 2024
Genre: Electronic Book
ISBN: 9781911218098

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ECGBL 2018 12th European Conference on Game Based Learning

ECGBL 2018 12th European Conference on Game Based Learning
Author: Dr Melanie Ciussi
Publsiher: Academic Conferences and publishing limited
Total Pages: 135
Release: 2018-10-04
Genre: Games & Activities
ISBN: 9781912764006

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Cases on Digital Game Based Learning Methods Models and Strategies

Cases on Digital Game Based Learning  Methods  Models  and Strategies
Author: Baek, Youngkyun
Publsiher: IGI Global
Total Pages: 626
Release: 2013-01-31
Genre: Education
ISBN: 9781466628496

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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.

Universal Access in Human Computer Interaction Applications and Practice

Universal Access in Human Computer Interaction  Applications and Practice
Author: Margherita Antona,Constantine Stephanidis
Publsiher: Springer Nature
Total Pages: 647
Release: 2020-07-10
Genre: Computers
ISBN: 9783030491086

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This two-volume set of LNCS 12188 and 12189 constitutes the refereed proceedings of the 14th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. The total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. UAHCI 2020 includes a total of 80 regular papers which are organized in topical sections named: Design for All Theory, Methods and Practice; User Interfaces and Interaction Techniques for Universal Access; Web Accessibility; Virtual and Augmented Reality for Universal Access; Robots in Universal Access; Technologies for Autism Spectrum Disorders; Technologies for Deaf Users; Universal Access to Learning and Education; Social Media, Digital Services, Inclusion and Innovation; Intelligent Assistive Environments.

Research Anthology on Game Design Development Usage and Social Impact

Research Anthology on Game Design  Development  Usage  and Social Impact
Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 2034
Release: 2022-10-07
Genre: Computers
ISBN: 9781668475904

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Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.

Next Generation Applications and Implementations of Gamification Systems

Next Generation Applications and Implementations of Gamification Systems
Author: Portela, Filipe,Queirós, Ricardo
Publsiher: IGI Global
Total Pages: 281
Release: 2021-10-22
Genre: Computers
ISBN: 9781799880912

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Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability. Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students.