PDF What You Need to Know about Motivation and Teaching Games: An in-depth analysis Download
- Author: Steven Ward
- Publisher: Lulu.com
- ISBN: 0557026482
- Category : Autistic children
- Languages : en
- Pages : 209
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Of the myriad of approaches to the treatment of autism spectrum disorders, Applied Behaviour Analysis (ABA) has the most research support. It is not perfect, and its imperfection is highlighted by the inadequate training of many, if not most of its practitioners. Autism is a burgeoning conditionin some locations, it is estimated to affect one in every seventy-five childrenand the numbers of instructor-therapists required to meet their need for treatment is ensuring that many enter the field with inadequate training. Of course, lack of training is not unique to practitioners of ABA; the entire field is struggling to keep up to the demand for services. A related and perhaps as serious a problem is the narrowness of vision that most practitioners bring to the enterprise. ABA has been defined as the process of systematically applying interventions based upon the principles of learning theory to improve socially significant behaviors to a meaningful degree, and to demonstrate that the interventions employed are responsible for the improvement in behavior (Baer, Wolf, and Risley, 1968). Being based on the past hundred years of research into how learning works, ABA has universal applicationit can be applied to any developmental issue. Unfortunately, while any concept can be defined in behavioral terms, you only have to ask yourself, What will I use as an indicator of _______? It tends to get applied primarily to those developmental issues that are easiest to define in behavioral terms. On the other hand, most nonABA approaches have relatively little scientific support. This brief introduction to teaching children with autism is intended to serve as a primer for both instructor-therapists and parents alike. Hopefully, it will also move the field beyond the narrow focus that it has enjoyed for the past few decades.
Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.
This book constitutes the refereed post-conference proceedings of the Second International Workshop on Model-Driven Simulation and Training Environments for Cybersecurity, MSTEC 2020, held in Guildford, UK, in September 2020 in conjunction with the 24th European Symposium on Research in Computer Security, ESORICS 2020. The conference was held virtually due to the COVID-19 pandemic. The MSTEC Workshop received 20 submissions from which 10 full papers were selected for presentation. The papers are grouped in thematically on: cyber security training modelling; serious games; emulation & simulation studies; attacks; security policies.
This accessible, third edition textbook gives students the tools they need to analyze games, using strategies borrowed from textual analysis. As game studies has become an established academic field, writing about games needs the language and methods that allow authors to reflect the complexity of a game and how it is played in a cultural context. This volume provides readers with an overview of the basic building blocks of game analysis—examination of context, content and distinctive features, and formal qualities—as well as the vocabulary necessary to talk about the distinguishing characteristics of a game. Examples are drawn from a range of games, non-digital and digital, and across history—from Pong to Fortnite—and the book includes a variety of examples and sample analysis, as well as a wealth of additional sources to continue exploring the field of game studies. This third edition revision brings the book firmly up to date, pulling in new examples and sources, and incorporating current key topics in this dynamic field, such as artificial intelligence and game streaming. Introduction to Game Analysis remains an essential practical tool for students who want to become fluent writers and informed critics of games, as well as digital media in general.
This book presents innovative technology-enhanced learning solutions for STEM education proposed by the EU Horizon 2020-funded NEWTON project by first highlighting the benefits and limitations of existing research work, e- learning systems and case studies that embedded technology in the teaching and learning process. NEWTON’s proposed innovative technologies and pedagogies include adaptive multimedia and multiple sensorial media, virtual reality, fabrication and virtual labs, gamification, personalisation, game-based learning and self-directed learning pedagogies. The main objectives are to encourage STEM education among younger generations and to attract students to STEM subjects, making these subjects more appealing and interesting. Real life deployment of NEWTON technologies and developed educational materials in over 20 European educational institutions at primary, secondary and tertiary levels demonstrated statistical significant increases in terms of learner satisfaction, learner motivation and knowledge acquisition.