Learning and Education Games: Volume Two: Bringing Games into Educational Contexts

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts

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  • Author: Karen Schrier Shaenfeld
  • Publisher: Lulu.com
  • ISBN: 1329703561
  • Category : Education
  • Languages : en
  • Pages : 281

The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning. This volume, Bringing Games into Educational Contexts, delves into the challenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).


Learning, Education and Games

Learning, Education and Games

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  • Author: Et Al.
  • Publisher: Lulu.com
  • ISBN: 9781312542853
  • Category : Education
  • Languages : en
  • Pages : 0

volume one. Curricular and design considerations


Minds in Play

Minds in Play

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  • Author: Yasmin B. Kafai
  • Publisher: Routledge
  • ISBN: 1136482466
  • Category : Education
  • Languages : en
  • Pages : 360

First Published in 1994. Routledge is an imprint of Taylor & Francis, an informa company.


Serious Games and Edutainment Applications

Serious Games and Edutainment Applications

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  • Author: Minhua Ma
  • Publisher: Springer
  • ISBN: 3319516450
  • Category : Computers
  • Languages : en
  • Pages : 702

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.


Digital Games in Language Learning and Teaching

Digital Games in Language Learning and Teaching

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  • Author: Hayo Reinders
  • Publisher: Springer
  • ISBN: 1137005262
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 232

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.


Research Anthology on Game Design, Development, Usage, and Social Impact

Research Anthology on Game Design, Development, Usage, and Social Impact

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  • Author: Management Association, Information Resources
  • Publisher: IGI Global
  • ISBN: 1668475901
  • Category : Computers
  • Languages : en
  • Pages : 2034

Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.


Utilizing Technology, Knowledge, and Smart Systems in Educational Administration and Leadership

Utilizing Technology, Knowledge, and Smart Systems in Educational Administration and Leadership

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  • Author: Durnali, Mehmet
  • Publisher: IGI Global
  • ISBN: 1799814106
  • Category : Education
  • Languages : en
  • Pages : 371

Within educational organizations, administration and leadership are relied upon for the allocation of resources as well as the optimization of processes that can include data storage, knowledge management, and decision making. To support these expectations, technologies, knowledge, and smart systems must be put into place that allow administrators and leaders to accomplish these tasks as efficiently as possible. Utilizing Technology, Knowledge, and Smart Systems in Educational Administration and Leadership is an academic research book that examines knowledge regarding the scholarly exploration of the technologies, information/knowledge, and smart systems in educational administration and leadership. It provides a holistic, systematic, and comprehensive paradigm. Featuring a wide range of topics such as technology leadership in schools, technology integration in educational administration, and professional development, this book is ideal for school administrators, educational leaders, principals, IT consultants, educational software developers, academicians, researchers, professionals, educational policymakers, educators, and students.


Educational Game Design Fundamentals

Educational Game Design Fundamentals

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  • Author: George Kalmpourtzis
  • Publisher: CRC Press
  • ISBN: 1351804715
  • Category : Computers
  • Languages : en
  • Pages : 479

Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!


Computer Information Systems and Industrial Management

Computer Information Systems and Industrial Management

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  • Author: Khalid Saeed
  • Publisher: Springer Nature
  • ISBN: 3031428234
  • Category : Computers
  • Languages : en
  • Pages : 521

This book constitutes the proceedings of the 22nd International Conference on Computer Information Systems and Industrial Management, CISIM 2023, held in Tokio, Japan, during September 22-24, 2023. The 36 papers presented in this book were carefully reviewed and selected from 77 submissions. They were organized in topical sections as follows: biometrics and pattern recognition applications; computer information systems and security; industrial management and other applications; machine learning and artificial neural networks; modelling and optimization; wellbeing and affective engineering; and machine learning using biometric data and kansei data.


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.