Handbook of Game-Based Learning

Handbook of Game-Based Learning

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  • Author: Jan L. Plass
  • Publisher: MIT Press
  • ISBN: 0262043386
  • Category : Education
  • Languages : en
  • Pages : 601

A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan


Handbook of Research on Serious Games for Educational Applications

Handbook of Research on Serious Games for Educational Applications

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  • Author: Robert Zheng
  • Publisher: Information Science Reference
  • ISBN: 9781522505136
  • Category : Cognitive learning
  • Languages : en
  • Pages : 0

What Cognitive Psychology Can Tell Us About Educational Computer Games / Mike K. Gardner, David L. Strayer -- The Role of Metacognition in Learning via Serious Games / Douglas J. Hacker -- The Role of Social Collaboration in Learning from Serious Games / Kimmo Oksanen, Timo Lainema, Rija Hämäläinen -- A Framework for Promoting Knowledge Transfer in SNS Game-Based Learning / Robert Z. Zheng, Thanh N. Truong -- Using Video Games To Improve Spatial Skills / HeeSun Choi, Jing Feng -- Dino Lab : Designing and Developing an Educational Game for Critical Thinking / Kirsten R. Butcher, Madlyn Runburg, Roger Altizer -- Designing BioSim, Playfully Encouraging Systems Thinking in Young Children / Naomi Thompson, Kylie Peppler, Joshua Danish -- A Game-Based Approach to Teaching Social Problem-Solving Skills / Rebecca P Ang, Jean Lee Tan, Dion H. Goh, Vivien S. Huan, Jillian S.T. Boon, Daniel S.S. Fung -- Design of Fantasy Examples And Their Effect On Learning And Engagement In A Serious Game / Jaejin Lee, Min Liu -- Game Design as a Complex Problem Solving Process / Mete Akcaoglu, Antonio P. Gutierrez, Charles B. Hodges, Philipp Sonnleitner -- Designing Intrinsic Integration of Learning and Gaming Actions in a 3D Architecture Game / Fengfeng Ke -- Designing Engaging Educational Games and Assessing Engagement in Game-based Learning / Xun Ge, Dirk Ifenthaler -- Augmented Reality in Informal Learning Settings : Leveraging Technology for the Love of History / Eric G. Poitras, Jason M. Harley, Timothy Compeau, Kevin Kee, Susanne P. Lajoie -- Stories, Games, & Learning Through Play : The Affordances of Game Narrative for Education / Stephen T. Slota, Michael F. Young -- Factors That Explain Adolescent and Young Adult Mobile Game Play, Part 1 / Boaventura DaCosta, Soonhwa Seok -- Factors That Explain Adolescent and Young Adult Mobile Game Play, Part 2 / Boaventura DaCosta, Soonhwa Seok -- Level Up : Multiple Player Professional Development / Oliver Dreon, Greg Szczyrbak -- The Development of a Gamified System for Health Activism as a Graduate Student Project / David Kirschner -- Game Dimensions and Pedagogical Dimension in Serious Games / Begoña Gros


Game-Based Learning

Game-Based Learning

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  • Author: Youngkyun Baek
  • Publisher: Nova Science Publishers
  • ISBN: 9781536119008
  • Category : Educational games
  • Languages : en
  • Pages : 0

At a time when digital games are becoming much more commonly used in classrooms, this book provides a much-needed guide to different forms and applications of digital game-based learning. The 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.


Gamify Your Classroom

Gamify Your Classroom

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  • Author: Matthew Farber
  • Publisher: New Literacies and Digital Epistemologies
  • ISBN: 9781433126703
  • Category : Educational games
  • Languages : en
  • Pages : 0

This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.


Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

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  • Author: Felicia, Patrick
  • Publisher: IGI Global
  • ISBN: 1609604962
  • Category : Education
  • Languages : en
  • Pages : 1462

"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.


Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills

Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills

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  • Author: Rivera-Trigueros, Irene
  • Publisher: IGI Global
  • ISBN: 1799886476
  • Category : Education
  • Languages : en
  • Pages : 507

As new technologies and professional profiles emerge, traditional education paradigms have to be adapted to new scenarios, creating favorable conditions for promoting transversal skills among students. Consequently, there is a growing demand for training in emergent skills to solve problems of different natures, distributive leadership competencies, empathy, ability to control emotions, etc. In this sense, one of the challenges that educators of all different educational levels and training contexts have to face is to foster these skills in their courses. To overcome these obstacles, innovative and disruptive methodologies, such as game-based learning activities like escape rooms, can be a great ally for teachers to work on transversal skills and specific knowledge at the same time. The Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills gathers knowledge, skills, abilities, and capabilities on innovative and disruptive methodologies that can be applied in all educational levels to foster transversal skills. This publication contains different contributions focused on the description of innovative educational methods, processes, and tools that can be adopted by teachers to promote transversal skills such as creativity, critical thinking, decision-making, and entrepreneurial skills. This book is ideal for teachers, instructional designers, educational software developers, academics, professionals, students, and researchers working at all levels in the educational field and provides valuable background information to professionals who aim to overcome traditional paradigm obstacles and meet student needs by means of innovative and disruptive methodologies.


Handbook of Research on Gaming Trends in P-12 Education

Handbook of Research on Gaming Trends in P-12 Education

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  • Author: Russell, Donna
  • Publisher: IGI Global
  • ISBN: 1466696303
  • Category : Education
  • Languages : en
  • Pages : 664

Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.


ECGBL 2020 14th European Conference on Game-Based Learning

ECGBL 2020 14th European Conference on Game-Based Learning

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  • Author: Panagiotis Fotaris
  • Publisher: Academic Conferences limited
  • ISBN: 1912764709
  • Category : Education
  • Languages : en
  • Pages :

These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.


ECGBL 2021 15th European Conference on Game-Based Learning

ECGBL 2021 15th European Conference on Game-Based Learning

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  • Author: Panagiotis Fotaris
  • Publisher: Academic Conferences Limited
  • ISBN: 1914587138
  • Category : Computers
  • Languages : en
  • Pages :


Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

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  • Author: Lane, Carol-Ann
  • Publisher: IGI Global
  • ISBN: 1799872734
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 958

Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.