Training Games

Training Games

PDF Training Games Download

  • Author: Susan El-Shamy
  • Publisher: Taylor & Francis
  • ISBN: 1000981398
  • Category : Education
  • Languages : en
  • Pages : 127

Games constitute a wonderful tool for engaging learners and reinforcing learning.This is a practical and entertaining introduction to using games and structured learning activities in training. It is the first book to combine gaming rationale, hands-on advice and sample games. Susan El-Shamy begins with an overview of the benefits of using games, touches on the learning psychology foundations of game playing, describes the most common types of games, and provides guidelines for choosing games appropriate for given objectives.She offers seasoned advice on how to set up and conduct games and on how to assess their effectiveness. She concludes with suggestions on how to adapt existing games and activities to new purposes and, beyond that, on how the reader can create and design his or her own games.The book includes a resource list of commercially available games and related Web sites.Susan El-Shamy admirably succeeds in demonstrating how games promote serious learning in adult training. If you are new to games, this book will allay your concerns about using them. If you are a veteran user of games, here are new ideas, including an introduction to e-games. All readers will appreciate the Ultimate Training Games Assessment form for evaluating games and as a guide to creating their own.


Effects of Game and Game-like Training on Neurocognitive Plasticity

Effects of Game and Game-like Training on Neurocognitive Plasticity

PDF Effects of Game and Game-like Training on Neurocognitive Plasticity Download

  • Author: Guido P. H. Band
  • Publisher: Frontiers Media SA
  • ISBN: 2889198405
  • Category : Electronic book
  • Languages : en
  • Pages : 105

Cognitive training is not always effective. This is also the case for the form of cognitive training that this Research Topic focuses on: prolonged performance on game-like cognitive tasks. The ultimate goal of this cognitive training is to improve ecologically-valid target functions. For example, cognitive training should help children with ADHD to stay focused at school, or help older adults to manage the complexity of daily life. However, so far this goal has proven too ambitious. Transfer from trained to non-trained tasks is not even guaranteed in a laboratory, so there is a strong need for understanding how, when and for how long cognitive training has effect. Which cognitive functions are amenable to game training, for whom, and how? Are there mediating factors for success, such as motivation, attention, or age? Are the improvements real, or can they be attributed to nonspecific factors, such as outcome expectancy or demand characteristics? Are there better strategies to improve cognitive functions through game training? This Research Topic of Frontiers in Human Neuroscience charts current insights in the determinants of success of game training.


Learning Games

Learning Games

PDF Learning Games Download

  • Author: Scott J. Warren
  • Publisher: Springer
  • ISBN: 3319468294
  • Category : Education
  • Languages : en
  • Pages : 262

This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences. The book includes stories from the authors’ lives that give context to why and how they built these products to help the reader understand whether or not building a learning game is right for them and what challenges they might face. It also gives a framework for thinking ethically about design and research when it comes to designing complex digital systems like educational games. /div


10th European Conference on Games Based Learning

10th European Conference on Games Based Learning

PDF 10th European Conference on Games Based Learning Download

  • Author:
  • Publisher: Academic Conferences and publishing limited
  • ISBN: 1911218093
  • Category :
  • Languages : en
  • Pages :


ECGBL2015-9th European Conference on Games Based Learning

ECGBL2015-9th European Conference on Games Based Learning

PDF ECGBL2015-9th European Conference on Games Based Learning Download

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


Computer Games for Learning

Computer Games for Learning

PDF Computer Games for Learning Download

  • Author: Richard E. Mayer
  • Publisher: MIT Press
  • ISBN: 0262324512
  • Category : Education
  • Languages : en
  • Pages : 303

A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.


Handbook of Game-Based Learning

Handbook of Game-Based Learning

PDF Handbook of Game-Based Learning Download

  • Author: Jan L. Plass
  • Publisher: MIT Press
  • ISBN: 0262356546
  • 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


ECGBL 2017 11th European Conference on Game-Based Learning

ECGBL 2017 11th European Conference on Game-Based Learning

PDF ECGBL 2017 11th European Conference on Game-Based Learning Download

  • Author:
  • Publisher: Academic Conferences and publishing limited
  • ISBN: 1911218573
  • Category :
  • Languages : en
  • Pages :


Digital Game Based Learning

Digital Game Based Learning

PDF Digital Game Based Learning Download

  • Author: Michael Burmester
  • Publisher: KIT Scientific Publishing
  • ISBN: 3866440103
  • Category : Philology. Linguistics
  • Languages : en
  • Pages : 264

Digital games are a significant element in the digital media and information society. They influence the development of media technologies as well as interface design, online social interaction and new evaluation approaches.The Fourth Symposium for Information Design focused on the question of how game based learning environments can motivate and stimulate learners in different situations, and improve learning. It presented didactical and pedagogical issues, as well as actual examples and concrete applications.


Guidelines for Game-based Learning

Guidelines for Game-based Learning

PDF Guidelines for Game-based Learning Download

  • Author: Maja Pivec
  • Publisher: Pabst Science Publishers
  • ISBN: 1593260725
  • Category : Computer-assisted instruction
  • Languages : en
  • Pages : 118

Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for learning purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating the learning process.