Research Anthology on Developments in Gamification and Game-Based Learning, VOL 2

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 2

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  • Author: INFORMATION RESOURCES MANAGEMENT ASSOCIATION.
  • Publisher: Research Anthology on Developments in Gamification and Game-Based Learning
  • ISBN: 9781668446638
  • Category :
  • Languages : en
  • Pages : 516


Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning

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  • Author: Management Association, Information Resources
  • Publisher: IGI Global
  • ISBN: 1668437112
  • Category : Education
  • Languages : en
  • Pages : 1971

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.


Research Anthology on Developments in Gamification and Game-based Learning

Research Anthology on Developments in Gamification and Game-based Learning

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  • Author: Information Resources Management Association
  • Publisher: Information Science Reference
  • ISBN: 9781668437100
  • Category : Educational games
  • Languages : en
  • Pages : 0

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students' communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.


Research Anthology on Developments in Gamification and Game-Based Learning, VOL 4

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 4

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  • Author: INFORMATION RESOURCES MANAGEMENT ASSOCIATION.
  • Publisher: Research Anthology on Developments in Gamification and Game-Based Learning
  • ISBN: 9781668446652
  • Category :
  • Languages : en
  • Pages : 544


Research Anthology on Developments in Gamification and Game-Based Learning, VOL 3

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 3

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  • Author: INFORMATION RESOURCES MANAGEMENT ASSOCIATION.
  • Publisher: Research Anthology on Developments in Gamification and Game-Based Learning
  • ISBN: 9781668446645
  • Category :
  • Languages : en
  • Pages : 560


Research Anthology on Developments in Gamification and Game-Based Learning, VOL 2

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 2

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  • Author: INFORMATION RESOURCES MANAGEMENT ASSOCIATION.
  • Publisher: Research Anthology on Developments in Gamification and Game-Based Learning
  • ISBN: 9781668446638
  • Category :
  • Languages : en
  • Pages : 516


Research Anthology on Developments in Gamification and Game-Based Learning, VOL 1

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 1

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  • Author: INFORMATION RESOURCES MANAGEMENT ASSOCIATION.
  • Publisher: Research Anthology on Developments in Gamification and Game-Based Learning
  • ISBN: 9781668446621
  • Category :
  • Languages : en
  • Pages : 536


Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice

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  • Author: Management Association, Information Resources
  • Publisher: IGI Global
  • ISBN: 1522551999
  • Category : Education
  • Languages : en
  • Pages : 677

Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.


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


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.