Games and Simulations in Online Learning: Research and Development Frameworks

Games and Simulations in Online Learning: Research and Development Frameworks
Title Games and Simulations in Online Learning: Research and Development Frameworks PDF eBook
Author Gibson, David
Publisher IGI Global
Total Pages 420
Release 2006-09-30
Genre Education
ISBN 1599043068

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"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.

Engaging Learning

Engaging Learning
Title Engaging Learning PDF eBook
Author Clark N. Quinn
Publisher John Wiley & Sons
Total Pages 243
Release 2005-05-31
Genre Business & Economics
ISBN 0787979791

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Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Gaming and Simulations: Concepts, Methodologies, Tools and Applications
Title Gaming and Simulations: Concepts, Methodologies, Tools and Applications PDF eBook
Author Management Association, Information Resources
Publisher IGI Global
Total Pages 2164
Release 2010-11-30
Genre Games & Activities
ISBN 1609601963

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"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations
Title Learning Science Through Computer Games and Simulations PDF eBook
Author National Research Council
Publisher National Academies Press
Total Pages 174
Release 2011-04-12
Genre Education
ISBN 0309212669

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At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Interactivity in E-Learning: Case Studies and Frameworks

Interactivity in E-Learning: Case Studies and Frameworks
Title Interactivity in E-Learning: Case Studies and Frameworks PDF eBook
Author Wang, Haomin
Publisher IGI Global
Total Pages 409
Release 2011-12-31
Genre Education
ISBN 161350442X

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"This book provides a comprehensive examination of interactivity, combining key perspectives from communication and media studies, distributed cognition, system affordances, user control, and social interaction, intended for researchers working in the fields of communication and media, educational media, e-learning, and instructional technology"--Provided by publisher.

Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments

Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments
Title Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments PDF eBook
Author Gibson, David
Publisher IGI Global
Total Pages 540
Release 2009-04-30
Genre Business & Economics
ISBN 1605663239

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Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.

Distance Learning

Distance Learning
Title Distance Learning PDF eBook
Author Michael Simonson
Publisher IAP
Total Pages 73
Release 2017-10-01
Genre Education
ISBN 1641130970

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Distance Learning is for leaders, practitioners, and decision makers in the fields of distance learning, e-learning, telecommunications, and related areas. It is a professional journal with applicable information for those involved with providing instruction to all kinds of learners, of all ages, using telecommunications technologies of all types. Stories are written by practitioners for practitioners with the intent of providing usable information and ideas. Articles are accepted from authors--new and experienced--with interesting and important information about the effective practice of distance teaching and learning. Distance Learning is published quarterly. Each issue includes eight to ten articles and three to four columns, including the highly regarded "And Finally..." column covering recent important issues in the field and written by Distance Learning editor, Michael Simonson. Articles are written by practitioners from various countries and locations, nationally and internationally.