Engaging Learning

Engaging Learning

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  • Author: Clark N. Quinn
  • Publisher: John Wiley & Sons
  • ISBN: 0787979791
  • Category : Business & Economics
  • Languages : en
  • Pages : 243

Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.


Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations

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  • Author: National Research Council
  • Publisher: National Academies Press
  • ISBN: 0309212669
  • Category : Education
  • Languages : en
  • Pages : 174

At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.


Learning Online with Games, Simulations, and Virtual Worlds

Learning Online with Games, Simulations, and Virtual Worlds

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  • Author: Clark Aldrich
  • Publisher: John Wiley & Sons
  • ISBN: 0470438347
  • Category : Education
  • Languages : en
  • Pages : 136

Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." — Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." — Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." — Rick Van Sant, professor of learning and technology, Ferris State University


Simulation games by Thiagi

Simulation games by Thiagi

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  • Author: Sivasailam Thiagarajan
  • Publisher:
  • ISBN: 9781930005143
  • Category : Educational games
  • Languages : en
  • Pages : 339


Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies

Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies

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  • Author: Piu, Angela
  • Publisher: IGI Global
  • ISBN: 1605669318
  • Category : Education
  • Languages : en
  • Pages : 256

Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies provides leading research on ways for various learning environments to be created referring to math didactics through redefinition and reassessment of teaching experiences.


The Complete Guide to Simulations and Serious Games

The Complete Guide to Simulations and Serious Games

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  • Author: Clark Aldrich
  • Publisher: John Wiley & Sons
  • ISBN: 0470506741
  • Category : Business & Economics
  • Languages : en
  • Pages : 578

"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.


Games and Simulations in Online Learning

Games and Simulations in Online Learning

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  • Author: David Gibson
  • Publisher: IGI Global
  • ISBN:
  • Category : Computers
  • Languages : en
  • Pages : 428

"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.


Games, Simulations and Playful Learning in Business Education

Games, Simulations and Playful Learning in Business Education

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  • Author: Elliott, Caroline
  • Publisher: Edward Elgar Publishing
  • ISBN: 1800372701
  • Category : Education
  • Languages : en
  • Pages : 256

Games, Simulations and Playful Learning in Business Education takes a fresh, insightful look at original and innovative ways of incorporating games, simulations and play to enhance the quality of higher education learning and assessment across business and law disciplines. Chapters cover wide-ranging business areas such as marketing, accounting and strategy and include practical advice, tips and thoughts on how to strengthen existing learning techniques to include a fun element.


Using Games and Simulations for Teaching and Assessment

Using Games and Simulations for Teaching and Assessment

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  • Author: Harold F. O'Neil
  • Publisher: Routledge
  • ISBN: 1317814673
  • Category : Computers
  • Languages : en
  • Pages : 337

Incorporates several innovative and increasingly popular subject areas, including the gamification of education, assessment, and STEM subjects Combines research and authorship from both civilian and military worlds as well as interdisciplinary fields Rigorously defines and analyzes the criteria of selecting, designing, implementing, and evaluating emerging educational technologies while offering implications for future use


Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

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  • Author: Management Association, Information Resources
  • Publisher: IGI Global
  • ISBN: 1609601963
  • Category : Games & Activities
  • Languages : en
  • Pages : 2084

"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.