The World of Games Technologies for Experimenting Thinking Learning

The World of Games  Technologies for Experimenting  Thinking  Learning
Author: Daria Bylieva,Alfred Nordmann
Publsiher: Springer Nature
Total Pages: 420
Release: 2023-12-19
Genre: Computers
ISBN: 9783031480164

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This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.

The World of Games Technologies for Experimenting Thinking Learning

The World of Games  Technologies for Experimenting  Thinking  Learning
Author: Daria Bylieva,Alfred Nordmann
Publsiher: Springer Nature
Total Pages: 449
Release: 2023-12-25
Genre: Computers
ISBN: 9783031480201

Download The World of Games Technologies for Experimenting Thinking Learning Book in PDF, Epub and Kindle

This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.

The World of Games Technologies for Experimenting Thinking Learning

The World of Games  Technologies for Experimenting  Thinking  Learning
Author: Daria Bylieva,Alfred Nordmann
Publsiher: Springer
Total Pages: 0
Release: 2023-11-24
Genre: Computers
ISBN: 3031480198

Download The World of Games Technologies for Experimenting Thinking Learning Book in PDF, Epub and Kindle

This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.

The World of Games Technologies for Experimenting Thinking Learning

The World of Games  Technologies for Experimenting  Thinking  Learning
Author: Daria Bylieva,Alfred Nordmann
Publsiher: Springer
Total Pages: 0
Release: 2023-12-28
Genre: Computers
ISBN: 3031480155

Download The World of Games Technologies for Experimenting Thinking Learning Book in PDF, Epub and Kindle

This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.

The Oxford Handbook of the Development of Play

The Oxford Handbook of the Development of Play
Author: Anthony D. Pellegrini
Publsiher: Unknown
Total Pages: 393
Release: 2011
Genre: Psychology
ISBN: 9780195393002

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The role of play in human development has long been the subject of controversy. Despite being championed by many of the foremost scholars of the twentieth century, play has been dogged by underrepresentation and marginalization in literature across the scientific disciplines. The Oxford Handbook of the Development of Play marks the first attempt to examine the development of children's play through a rigorous and multidisciplinary approach. Comprising chapters from the foremost scholars in psychology, anthropology, and evolutionary biology, this handbook resets the landscape of developmental science and makes a compelling case for the benefits of play. Edited by respected play researcher Anthony D. Pellegrini, The Oxford Handbook of the Development of Play is both a scientific accomplishment and a shot across the bow for parents, educators, and policymakers regarding the importance of children's play in both development and learning.

Learning Games

Learning Games
Author: Scott J. Warren,Greg Jones
Publsiher: Springer
Total Pages: 262
Release: 2017-06-16
Genre: Education
ISBN: 9783319468297

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This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences. The book includes stories from the authors’ lives that give context to why and how they built these products to help the reader understand whether or not building a learning game is right for them and what challenges they might face. It also gives a framework for thinking ethically about design and research when it comes to designing complex digital systems like educational games. /div

Embracing Cutting Edge Technology in Modern Educational Settings

Embracing Cutting Edge Technology in Modern Educational Settings
Author: Chee, Ken Nee,Sanmugam, Mageswaran
Publsiher: IGI Global
Total Pages: 351
Release: 2023-12-29
Genre: Education
ISBN: 9798369310236

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As classrooms transform into dynamic digital arenas, educators are presented with an unprecedented canvas to reimagine teaching methodologies, forging pathways toward enriched engagement, personalized instruction, and unparalleled efficacy. Embracing Cutting-Edge Technology in Modern Educational Settings delves into the fusion of pedagogy and innovation, unraveling the myriad ways through which contemporary technology can revolutionize learning experiences. The book embarks on a comprehensive journey to unearth the profound impact of emerging technologies within the educational landscape of the digital age. This publication is a mosaic of scholarly voices and innovative minds collaborating to illuminate how cutting-edge technology can be seamlessly integrated into modern learning environments. By traversing a spectrum of topics, the book casts light on the paradigm shifts from personalized learning orchestrated by Artificial Intelligence (AI), to the immersive experience offered by virtual and augmented reality, to the engagement entwined within gamified learning. The book acknowledges possibilities for uses of new technology in education will extend far beyond our current capabilities, which raises questions beyond how it can be useful. Ethical nuances are probed, data privacy's mantle must be vigilantly upheld, and the uncharted territories of blockchain, robotics, and quantum computing within education are explored and discussed within this text. The coverage of each topic eludes to the massive potential for transformation. Learning analytics, the educational Internet of Things (IoT), mobile learning, and the ascent of AI-powered tutors all find their place within this technologically enhanced academic sphere. This book is ideal for various stakeholders who share an affinity for the confluence of education and technology, including educators, researchers, technology developers, policymakers, administrators, and graduate students.

Games Learning and Society

Games  Learning  and Society
Author: Constance Steinkuehler,Kurt Squire,Sasha Barab
Publsiher: Cambridge University Press
Total Pages: 135
Release: 2012-06-11
Genre: Psychology
ISBN: 9781139510219

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This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.