[PDF] Choosing And Using Digital Games In The Classroom

Choosing and Using Digital Games in the Classroom PDF
Author: Katrin Becker
Publisher: Springer
ISBN: 3319122231
Size: 56.81 MB
Format: PDF, Docs
Category : Education
Languages : en
Pages : 411
View: 7312

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Choosing And Using Digital Games In The Classroom

by Katrin Becker, release date 2016-09-29, Choosing And Using Digital Games In The Classroom Books available in PDF, EPUB, Mobi Format. Download Choosing And Using Digital Games In The Classroom books, 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.




[PDF] Cases On Digital Game Based Learning Methods Models And Strategies

Cases on Digital Game Based Learning  Methods  Models  and Strategies PDF
Author: Baek, Youngkyun
Publisher: IGI Global
ISBN: 1466628499
Size: 69.19 MB
Format: PDF, Docs
Category : Education
Languages : en
Pages : 626
View: 6565

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Cases On Digital Game Based Learning Methods Models And Strategies

by Baek, Youngkyun, release date 2013-01-31, Cases On Digital Game Based Learning Methods Models And Strategies Books available in PDF, EPUB, Mobi Format. Download Cases On Digital Game Based Learning Methods Models And Strategies books, In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.




[PDF] Digital Games In Language Learning And Teaching

Digital Games in Language Learning and Teaching PDF
Author: Hayo Reinders
Publisher: Springer
ISBN: 1137005262
Size: 18.73 MB
Format: PDF, Docs
Category : Language Arts & Disciplines
Languages : en
Pages : 232
View: 7253

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Digital Games In Language Learning And Teaching

by Hayo Reinders, release date 2012-06-12, Digital Games In Language Learning And Teaching Books available in PDF, EPUB, Mobi Format. Download Digital Games In Language Learning And Teaching books, This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.




[PDF] Handbook Of Research On Immersive Digital Games In Educational Environments

Handbook of Research on Immersive Digital Games in Educational Environments PDF
Author: Krassmann, Aliane Loureiro
Publisher: IGI Global
ISBN: 1522557911
Size: 56.72 MB
Format: PDF, Docs
Category : Education
Languages : en
Pages : 695
View: 986

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Handbook Of Research On Immersive Digital Games In Educational Environments

by Krassmann, Aliane Loureiro, release date 2018-08-31, Handbook Of Research On Immersive Digital Games In Educational Environments Books available in PDF, EPUB, Mobi Format. Download Handbook Of Research On Immersive Digital Games In Educational Environments books, Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging research exploring the theoretical and practical aspects of digital games and technological resources and applications within contemporary education. Featuring coverage on a broad range of topics such as digital integration, educational simulation, and learning theories, this book is ideally designed for teachers, pre-service teachers, students, educational researchers, and education software developers seeking current research on diverse immersive platforms and three-dimensional environments that support the creation of digital games and other applications to improve teaching and learning processes.




[PDF] Guidelines For Game Based Learning

Guidelines for Game based Learning PDF
Author: Maja Pivec
Publisher: Pabst Science Publishers
ISBN: 1593260725
Size: 35.21 MB
Format: PDF, ePub, Mobi
Category :
Languages : en
Pages : 114
View: 1472

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Guidelines For Game Based Learning

by Maja Pivec, release date 2004, Guidelines For Game Based Learning Books available in PDF, EPUB, Mobi Format. Download Guidelines For Game Based Learning books, Guidelines for Game-Based Learning is a contribution to a fast developing field of high interest to many educators: Make learning fun! This book is a result of joint research for the European project, "UniGame: Game-Based Learning for Universities and Life-long Learning". With the UniGame project, we tried to break completely from the tradition and start from a new concept: Motivation and fun dimensions were put in the middle and we started from the concepts of games and play-ing. The primary target-group of these guidelines is practitioners i.e. all pedagogues, teachers and trainers that want to implement game-based learning in their classes. The book will help them to systematically find commercial games and introduce them into their classes, or to implement their own ideas in the form of an educational game. Activities in-cluded in the chapters offer support in this proactive behaviour. Chapter one begins with key messages about game-based learning, and triggers first reflections on the place of this approach in higher education and training institutions. The theoretical background of game-based learning is outlined. In Chapter two a range of existing game classifications introduce the innovative 'UniGame' game classification that is based on learning goals, and relates games that help to achieve them. This classification offers guidance to practitio-ners in choosing an existing game to complement their classroom studies, and provides ideas for creating new educa-tional games. Chapter three describes the process of choosing and using a game for class use. A guide to introducing games into a course is outlined, for example, selecting and finding appropriate game, considering skills of tutors and students, tech-nical conditions, etc. Chapter four supports practitioners in defining their own educational game. Educational game design steps are outlined in detail. A freely accessible web platform called "UniGame: Social Skills and Knowledge Training" is presented.




[PDF] Using Digital Games As Assessment And Instruction Tools

Using Digital Games as Assessment and Instruction Tools PDF
Author: Ryan L, Schaaf
Publisher: Solution Tree Press
ISBN: 1936764520
Size: 42.61 MB
Format: PDF, Mobi
Category : Education
Languages : en
Pages : 256
View: 5235

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Using Digital Games As Assessment And Instruction Tools

by Ryan L, Schaaf, release date 2015-05-11, Using Digital Games As Assessment And Instruction Tools Books available in PDF, EPUB, Mobi Format. Download Using Digital Games As Assessment And Instruction Tools books, Combine hard work and deep fun in classrooms with digital game–based learning. Students of the always-on generation gain information through different tools and learn differently than generations before them. Discover how to incorporate digital games and use them to craft engaging, academically applicable classroom activities that address content standards and revitalize learning for both teachers and students.




[PDF] Technologies For E Learning And Digital Entertainment

Technologies for E Learning and Digital Entertainment PDF
Author: Zhigeng Pan
Publisher: Springer Science & Business Media
ISBN: 3540697349
Size: 39.97 MB
Format: PDF, ePub, Docs
Category : Computers
Languages : en
Pages : 791
View: 429

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Technologies For E Learning And Digital Entertainment

by Zhigeng Pan, release date 2008-07-07, Technologies For E Learning And Digital Entertainment Books available in PDF, EPUB, Mobi Format. Download Technologies For E Learning And Digital Entertainment books, This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.




[PDF] Brave New Digital Classroom

Brave New Digital Classroom PDF
Author: Robert J. Blake
Publisher: Georgetown University Press
ISBN: 1589019776
Size: 25.67 MB
Format: PDF, ePub, Docs
Category : Language Arts & Disciplines
Languages : en
Pages : 240
View: 6012

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Brave New Digital Classroom

by Robert J. Blake, release date 2013-02-15, Brave New Digital Classroom Books available in PDF, EPUB, Mobi Format. Download Brave New Digital Classroom books, Brave New Digital Classroom examines the most effective ways to utilize technology in language learning. The author deftly interweaves the latest results of pedagogical research with descriptions of the most successful computer-assisted language learning (CALL) projects to show how to implement technology in the foreign language curriculum to assist the second language acquisition process. This fully updated second edition includes new chapters on the latest electronic resources, including gaming and social media, and discusses the realities and potential of distance learning for second language acquisition. The author examines the web, CALL applications, and computer-mediated communication (CMC), and suggests how the new technologically assisted curriculum will work for the foreign-language curriculum. Rather than advocating new technologies as a replacement for activities that can be done equally well with traditional processes, the author envisions a radical change as teachers rethink their strategies and develop their competence in the effective use of technology in language teaching and learning. Directed at all language teachers, from the elementary school to postsecondary levels, the book is ideal for graduate-level courses on second language pedagogy. It also serves as an invaluable reference for experienced researchers, CALL developers, department chairs, and administrators.




[PDF] Game Based Teaching And Simulation In Nursing And Health Care

Game Based Teaching and Simulation in Nursing and Health Care PDF
Author: Eric B. Bauman, PhD, RN
Publisher: Springer Publishing Company
ISBN: 0826109705
Size: 77.44 MB
Format: PDF
Category : Medical
Languages : en
Pages : 288
View: 876

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Game Based Teaching And Simulation In Nursing And Health Care

by Eric B. Bauman, PhD, RN, release date 2012-07-27, Game Based Teaching And Simulation In Nursing And Health Care Books available in PDF, EPUB, Mobi Format. Download Game Based Teaching And Simulation In Nursing And Health Care books, "This is a comprehensive resource for anyone interested in integrating gaming and simulation into a course or the entire curricula. It presents the theory and the associated practical application. The extensive reference list and resource/product list encourage and support readers with implementation." Score: 98, 5 Stars.--Doody's Medical Reviews "Game-Based Teaching and Simulation in Nursing and Healthcare is a timely, exhaustive look at how emerging technologies are transforming clinical education. Anyone looking for firsthand, direct account of how game-based learning technologies are reshaping clinical practice needs this book." Kurt Squire, PhD Associate Professor Games+Learning+Society [GLS] School of Education University Of Wisconsin - Madison This innovative text provides practical strategies for developing, integrating, and evaluating new and emerging technology, specifically game-based learning methods, useful in nursing and clinical health sciences education. The text draws upon existing models of experiential learning such as Benner's "thinking-in-action" and "novice-to-expert" frameworks, and introduces current theories supporting the phenomenon of the created learning environment. Chapters explain how simulation and game-based learning strategies can be designed, implemented, and evaluated to improve clinical educational thinking and outcomes and increase exposure to critical experiences to inform clinicians during the journey from novice to expert. The text also describes how game-based learning methods can support the development of complex decision-making and critical thinking skills. Case studies throughout demonstrate the practical application of harnessing technology as a teaching/learning device. Key Features: Provides strategies for developing, integrating, and evaluating game-based learning methods for nursing and healthcare educators Prepares teachers for the paradigm shift from static "e-learning" to dynamic distance experiential learning in virtual and game-based environments Illustrates how to integrate game-based learning into existing curricula Offers theoretical and practical examples of how game-based learning technologies can be used in nursing and clinical education




[PDF] Facilitating Seven Ways Of Learning

Facilitating Seven Ways of Learning PDF
Author: James R. Davis
Publisher: Stylus Publishing, LLC
ISBN: 1579228437
Size: 29.89 MB
Format: PDF
Category : Education
Languages : en
Pages : 326
View: 5826

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Facilitating Seven Ways Of Learning

by James R. Davis, release date 2013-04-30, Facilitating Seven Ways Of Learning Books available in PDF, EPUB, Mobi Format. Download Facilitating Seven Ways Of Learning books, For teachers in higher education who haven’t been able to catch up with developments in teaching and learning, James Davis and Bridget Arend offer an introduction that focuses on seven coherent and proven evidence-based strategies. The underlying rationale is to provide a framework to match teaching goals to distinct ways of learning, based on well-established theories of learning. The authors present approaches that readers can readily and safely experiment with to achieve desired learning outcomes, and build confidence in changing their methods of teaching. Research on learning clearly demonstrates that learning is not one thing, but many. The learning associated with developing a skill is different from the learning associated with understanding and remembering information, which in turn is different from thinking critically and creatively, solving problems, making decisions, or change paradigms in the light of evidence. Differing outcomes involve different ways of learning and teaching strategies. The authors provide the reader with a conceptual approach for selecting appropriate teaching strategies for different types of content, and for achieving specific learning objectives. They demonstrate through examples how a focused and purposeful selection of activities improves student performance, and in the process makes for a more effective and satisfying teaching experience. The core of the book presents a chapter on each of the seven ways of learning. Each chapter offers a full description of the process, illustrates its application with examples from different academic fields and types of institutions, clearly describes the teacher’s facilitation role, and covers assessment and online use. The seven ways of learning are: Behavioral Learning; Cognitive Learning; Learning through Inquiry; Learning with Mental Models; Learning through Groups and Teams; Learning through Virtual Realities; and Experiential Learning. Along the way, the authors provide the reader with a basis for evaluating other approaches to teaching and other learning methodologies so that she or he can confidently go beyond the “seven ways” to adapt or adopt further strategies. This is the ideal companion for teachers who are beginning to explore new ways of teaching, and want to do some serious independent thinking about learning. The book can also be used to prepare graduate students for teaching, and will be welcomed by centers for teaching and learning to help continuing faculty re-examine a particular aspect of their teaching.