Playful Teaching, Learning Games:New Tool for Digital Classrooms

Playful Teaching, Learning Games:New Tool for Digital Classrooms

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  • Author: Myint Swe Khine
  • Publisher: Springer Science & Business Media
  • ISBN: 9460914608
  • Category : Education
  • Languages : en
  • Pages : 133

Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.


Games and Learning Alliance

Games and Learning Alliance

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  • Author: Alessandro de Gloria
  • Publisher: Springer
  • ISBN: 3319402161
  • Category : Computers
  • Languages : en
  • Pages : 590

This book constitutes the refereed proceedings of the 4th International Conference on Games and Learning Alliance, GALA 2015, held in Rome, Italy, in December 2015. The 33 revised full papers and 15 short papers presented were carefully reviewed and selected from 102 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped around the following topics: games for health, games for mobility, pervasive gaming and urban mobility.


Proceedings of the 17th European Conference on Game-Based Learning

Proceedings of the 17th European Conference on Game-Based Learning

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  • Author: Ton Spil
  • Publisher: Academic Conferences and publishing limited
  • ISBN: 1914587898
  • Category : Education
  • Languages : en
  • Pages : 950

These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.


Playful Teaching and Learning

Playful Teaching and Learning

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  • Author: Glenda Walsh
  • Publisher: SAGE
  • ISBN: 1526413272
  • Category : Education
  • Languages : en
  • Pages : 241

Informed by international research along with contrasting perspectives on different forms of play, this book emphasises the importance of play to children, and the opportunities that play provides for learning and development.


Education for Democracy 2.0

Education for Democracy 2.0

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  • Author:
  • Publisher: BRILL
  • ISBN: 9004448497
  • Category : Education
  • Languages : en
  • Pages : 390

A panorama of perspectives on media education and democracy in a digital age that draws upon projects in both the formal and non-formal education spheres, this collection contributes to conceptualizing and cultivating a more respectful, robust and critically-engaged democracy.


New Media Literacies and Participatory Popular Culture Across Borders

New Media Literacies and Participatory Popular Culture Across Borders

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  • Author: Bronwyn Williams
  • Publisher: Routledge
  • ISBN: 1136635637
  • Category : Education
  • Languages : en
  • Pages : 230

How do students’ online literacy practices intersect with online popular culture? In this book scholars from a range of countries including Australia, Lebanon, Nepal, Qatar, South Africa, Turkey, and the United States illustrate and analyze how literacy practices that are mediated through and influenced by popular culture create both opportunities and tensions for secondary and university students. The authors examine issues of theory, identity, and pedagogy as they address participatory popular culture sites such as fan forums, video, blogs, social networking sites, anime, memes, and comics and graphic novels. Uniquely bringing together scholarship about online literacy practices and the growing body of work on participatory popular culture, New Media Literacies and Participatory Popular Culture across Borders makes distinctive contributions to an emerging field of study, pushing forward scholarship about literacy and identity in cross-cultural situations and advancing important conversations about issues of global flows and local responses to popular culture.


Online Gaming and Playful Organization

Online Gaming and Playful Organization

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  • Author: Harald Warmelink
  • Publisher: Routledge
  • ISBN: 1135040249
  • Category : Education
  • Languages : en
  • Pages : 230

Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the “real” world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations.


Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

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  • Author: Karen Schrier
  • Publisher: Lulu.com
  • ISBN: 0359984010
  • Category : Education
  • Languages : en
  • Pages : 584

Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.


EJEL Volume 10 Issue 2

EJEL Volume 10 Issue 2

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  • Author:
  • Publisher: Academic Conferences Limited
  • ISBN:
  • Category :
  • Languages : en
  • Pages : 99


ECGBL2015-9th European Conference on Games Based Learning

ECGBL2015-9th European Conference on Games Based Learning

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  • Author: Robin Munkvold and Line Kolås
  • Publisher: Academic Conferences and publishing limited
  • ISBN: 1910810584
  • Category : Computers
  • Languages : en
  • Pages : 826