Smart Pedagogy Of Game Based Learning
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Smart Pedagogy of Game based Learning
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Author | : Linda Daniela |
Publsiher | : Unknown |
Total Pages | : 0 |
Release | : 2021 |
Genre | : Electronic Book |
ISBN | : 3030769879 |
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This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning .
Smart Pedagogy of Game based Learning
Author | : Linda Daniela |
Publsiher | : Springer Nature |
Total Pages | : 239 |
Release | : 2021-09-11 |
Genre | : Education |
ISBN | : 9783030769864 |
Download Smart Pedagogy of Game based Learning Book in PDF, Epub and Kindle
This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning
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.
Didactics of Smart Pedagogy
Author | : Linda Daniela |
Publsiher | : Springer |
Total Pages | : 496 |
Release | : 2018-11-27 |
Genre | : Education |
ISBN | : 9783030015510 |
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The focus on smart education has become a new trend in the global educational field. Some countries have already developed smart education systems and there is increasing pressure coming from business and tech communities to continue this development. Simultaneously, there are only fragmented studies on the didactic aspects of technology usage. Thus, pedagogy as a science must engage in a new research direction—smart pedagogy. This book seeks to engage in a new research direction, that of smart pedagogy. It launches discussions on how to use all sorts of smart education solutions in the context of existing learning theories and on how to apply innovative solutions in order to reduce the marginalization of groups in educational contexts. It also explores transformations of pedagogical science, the role of the educator, applicable teaching methods, learning outcomes, and research and assessment of acquired knowledge in an effort to make the smart education process meaningful to a wide audience of international educators, researchers, and administrators working within and tangential to TEL.
Playful Pedagogy in the Pandemic
Author | : Emily K. Johnson,Anastasia Salter |
Publsiher | : Taylor & Francis |
Total Pages | : 133 |
Release | : 2022-08-26 |
Genre | : Education |
ISBN | : 9781000640298 |
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Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.
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.
Psychology Pedagogy and Assessment in Serious Games
Author | : Connolly, Thomas M. |
Publsiher | : IGI Global |
Total Pages | : 522 |
Release | : 2013-11-30 |
Genre | : Education |
ISBN | : 9781466647749 |
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"This book addresses issues the potential of games to support learning and change behaviour offering empirical evidence pertaining to the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"--
New Pedagogical Approaches in Game Enhanced Learning
Author | : Sara de Freitas,Michela Ott |
Publsiher | : IGI Global |
Total Pages | : 321 |
Release | : 2013-01-01 |
Genre | : Education |
ISBN | : 9781466639515 |
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"This book addresses the major challenges associated with adopting digital games into a standard curriculum, providing fresh perspectives from current practitioners in the education field"--Provided by publisher.