Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
Title Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study PDF eBook
Author Baek, Young Kyun
Publisher IGI Global
Total Pages 358
Release 2010-05-31
Genre Computers
ISBN 1615207147

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As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

Gaming for Classroom-based Learning

Gaming for Classroom-based Learning
Title Gaming for Classroom-based Learning PDF eBook
Author Youngkyun Baek
Publisher Engineering Science Reference
Total Pages 0
Release 2010
Genre Education
ISBN 9781615207138

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As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

Gaming for Classroom-based Learning

Gaming for Classroom-based Learning
Title Gaming for Classroom-based Learning PDF eBook
Author Youngkyun Baek
Publisher
Total Pages 292
Release 2010
Genre Educational games
ISBN

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In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field. As part of an international dialogue among researchers in educational technology, this book investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning.

Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom
Title Choosing and Using Digital Games in the Classroom PDF eBook
Author Katrin Becker
Publisher Springer
Total Pages 429
Release 2016-09-29
Genre Education
ISBN 3319122231

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This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

Game-based Learning in Action

Game-based Learning in Action
Title Game-based Learning in Action PDF eBook
Author Matthew Farber
Publisher New Literacies and Digital Epistemologies
Total Pages 0
Release 2018
Genre Educational games
ISBN 9781433144745

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Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.

Design, Motivation, and Frameworks in Game-Based Learning

Design, Motivation, and Frameworks in Game-Based Learning
Title Design, Motivation, and Frameworks in Game-Based Learning PDF eBook
Author Tan, Wee Hoe
Publisher IGI Global
Total Pages 306
Release 2018-07-13
Genre Education
ISBN 1522560270

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Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.

Game-based Learning

Game-based Learning
Title Game-based Learning PDF eBook
Author Youngkyun Baek
Publisher
Total Pages 468
Release 2017
Genre Education
ISBN 9781536119206

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At a time when digital games are becoming much more commonly used in classrooms, Game-Based Learning: Theory, Strategies, and Performance Outcomes provides a much-needed guide to different forms and applications of digital game-based learning. This book brings together researchers and practitioners from around the world who share their theories, strategies, findings of case studies, and practical approaches to support better performance and learning outcomes when learning with digital games. This book is intended to provide readers with three main parts of information. One is a clear and practical understanding of theory and research-based principles of game-based learning. This first section of the book includes fresh perspectives and an overview of existing and emerging theories in game-based learning, which are also presented in the form of case study findings and implications. The second section of this book gives readers the "how to" information needed to turn the understanding of intellectual grounding into effective practices of digital games for classroom use. The third part of this book also includes some practical approaches for evaluating different aspects of learning within the game-based learning context. This information about practical approaches is presented through chapters on achievements and performance outcomes. Game-Based Learning: Theory, Strategies, and Performance Outcomes synthesizes arguments, practices, and research findings on the effectiveness of different designs and approaches within game-based learning practices. But, a major message of this book is that the joint influence of implementation, context, and learner characteristics interacting with digital games is what determines learning and achievement outcomes. This book is intended for researchers, practitioners, designers, policy makers, and current and future teachers. The teacher/-educator will benefit from topics such as practical strategies to improve student performance, while researchers can use the findings from the case studies presented in this book as a foundation for future explorations and research studies.