Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions

Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions
Title Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions PDF eBook
Author Van Eck, Richard
Publisher IGI Global
Total Pages 430
Release 2010-03-31
Genre Education
ISBN 1615207201

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"This book discusses the need for interdisciplinary awareness in the study of games and learning"--Provided by publisher.

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.

Gamification: Concepts, Methodologies, Tools, and Applications

Gamification: Concepts, Methodologies, Tools, and Applications
Title Gamification: Concepts, Methodologies, Tools, and Applications PDF eBook
Author Management Association, Information Resources
Publisher IGI Global
Total Pages 2250
Release 2015-03-31
Genre Computers
ISBN 1466682019

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Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Gaming and Cognition: Theories and Practice from the Learning Sciences

Gaming and Cognition: Theories and Practice from the Learning Sciences
Title Gaming and Cognition: Theories and Practice from the Learning Sciences PDF eBook
Author Van Eck, Richard
Publisher IGI Global
Total Pages 405
Release 2010-05-31
Genre Computers
ISBN 161520718X

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"This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.

Technology-Based Assessments for 21st Century Skills

Technology-Based Assessments for 21st Century Skills
Title Technology-Based Assessments for 21st Century Skills PDF eBook
Author Gregory Schraw
Publisher IAP
Total Pages 397
Release 2012-03-01
Genre Technology & Engineering
ISBN 1617356344

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Creative problem solving, collaboration, and technology fluency are core skills requisite of any nation’s workforce that strives to be competitive in the 21st Century. Teaching these types of skills is an economic imperative, and assessment is a fundamental component of any pedagogical program. Yet, measurement of these skills is complex due to the interacting factors associated with higher order thinking and multifaceted communication. Advances in assessment theory, educational psychology, and technology create an opportunity to innovate new methods of measuring students’ 21st Century Skills with validity, reliability, and scalability. In this book, leading scholars from multiple disciplines present their latest research on how to best measure complex knowledge, skills, and abilities using technology-based assessments. All authors discuss theoretical and practical implications from their research and outline their visions for the future of technology-based assessments.

Serious Games and Edutainment Applications

Serious Games and Edutainment Applications
Title Serious Games and Edutainment Applications PDF eBook
Author Minhua Ma
Publisher Springer
Total Pages 694
Release 2017-03-03
Genre Computers
ISBN 3319516450

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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.

Evaluating the Impact of Technology on Learning, Teaching, and Designing Curriculum: Emerging Trends

Evaluating the Impact of Technology on Learning, Teaching, and Designing Curriculum: Emerging Trends
Title Evaluating the Impact of Technology on Learning, Teaching, and Designing Curriculum: Emerging Trends PDF eBook
Author Ng, Eugenia M. W.
Publisher IGI Global
Total Pages 311
Release 2012-01-31
Genre Education
ISBN 1466600330

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"This book provides a forum for researchers and practitioners to discuss the current and potential impact of online learning and training and to formulate methodologies for the creation of effective learning systems"--Provided by publisher.