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.

Handbook of Research on Serious Games for Educational Applications

Handbook of Research on Serious Games for Educational Applications
Author: Zheng, Robert,Gardner, Michael K.
Publsiher: IGI Global
Total Pages: 496
Release: 2016-08-01
Genre: Education
ISBN: 9781522505143

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Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Serious Games and Virtual Worlds in Education Professional Development and Healthcare

Serious Games and Virtual Worlds in Education  Professional Development  and Healthcare
Author: Klaus Bredl,Wolfgang Bösche
Publsiher: IGI Global
Total Pages: 382
Release: 2013-03-31
Genre: Computers
ISBN: 9781466636743

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"This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.

Serious Games and Edutainment Applications

Serious Games and Edutainment Applications
Author: Minhua Ma,Andreas Oikonomou
Publsiher: Springer
Total Pages: 702
Release: 2017-03-03
Genre: Computers
ISBN: 9783319516455

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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Serious Educational Games

Serious Educational Games
Author: Anonim
Publsiher: BRILL
Total Pages: 95
Release: 2008-01-01
Genre: Education
ISBN: 9789087903817

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Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.

Serious Games

Serious Games
Author: Clark C. Abt
Publsiher: University Press of America
Total Pages: 200
Release: 1987
Genre: Education
ISBN: 0819161489

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The author explores the ways in which games can be used to instruct and inform as well as provide pleasure. He uses innovative approaches to problem solving through individualized game techniques.

Serious Games in Education

Serious Games in Education
Author: Simon Egenfeldt-Nielsen,Bente Meyer,Birgitte Holm Soerensen
Publsiher: Aarhus Universitetsforlag
Total Pages: 203
Release: 2011-12-31
Genre: Education
ISBN: 9788771242591

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In the global culture of education, game-based learning needs to be an integrated part of formal education, and not just an 'exotic spice' for many educators, as it is today. The critical role of the educator as a facilitator, gatekeeper and enabler of serious games is often downplayed. Therefore a comparison across regions is needed so that we do not limit the potential of transferring best practice, research results and the development of games across borders. This book deals with three key questions: How are serious games understood and designed? How do they establish themselves in learning and education locally? And, how can games as a learning culture be explored in a global perspective?

Handbook of Research on Serious Games as Educational Business and Research Tools

Handbook of Research on Serious Games as Educational  Business and Research Tools
Author: Cruz-Cunha, Maria Manuela
Publsiher: IGI Global
Total Pages: 1434
Release: 2012-02-29
Genre: Education
ISBN: 9781466601505

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"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.