Games and Simulations in Online Learning: Research and Development Frameworks

Games and Simulations in Online Learning: Research and Development Frameworks

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  • Author: Gibson, David
  • Publisher: IGI Global
  • ISBN: 1599043068
  • Category : Education
  • Languages : en
  • Pages : 420

"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 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.


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 by Doing

Learning by Doing

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  • Author: Clark Aldrich
  • Publisher: John Wiley & Sons
  • ISBN: 0470464828
  • Category : Business & Economics
  • Languages : en
  • Pages : 403

Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Coné, former chief learning officer of Dell Computers, suggests, “Anyone who wants to lead or even succeed in our profession would do well to read this book.”


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.


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.


Handbook of Research on Effective Electronic Gaming in Education

Handbook of Research on Effective Electronic Gaming in Education

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  • Author: Ferdig, Richard E.
  • Publisher: IGI Global
  • ISBN: 1599048116
  • Category : Technology & Engineering
  • Languages : en
  • Pages : 1577

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.


Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments

Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments

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  • Author: Gibson, David
  • Publisher: IGI Global
  • ISBN: 1605663239
  • Category : Business & Economics
  • Languages : en
  • Pages : 540

Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.


The SAGE Encyclopedia of Educational Technology

The SAGE Encyclopedia of Educational Technology

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  • Author: J. Michael Spector
  • Publisher: SAGE Publications
  • ISBN: 1483346404
  • Category : Education
  • Languages : en
  • Pages : 969

The SAGE Encyclopedia of Educational Technology examines information on leveraging the power of technology to support teaching and learning. While using innovative technology to educate individuals is certainly not a new topic, how it is approached, adapted, and used toward the services of achieving real gains in student performance is extremely pertinent. This two-volume encyclopedia explores such issues, focusing on core topics and issues that will retain relevance in the face of perpetually evolving devices, services, and specific techniques. As technology evolves and becomes even more low-cost, easy-to-use, and more accessible, the education sector will evolve alongside it. For instance, issues surrounding reasoning behind how one study has shown students retain information better in traditional print formats are a topic explored within the pages of this new encyclopedia. Features: A collection of 300-350 entries are organized in A-to-Z fashion in 2 volumes available in a choice of print or electronic formats. Entries, authored by key figures in the field, conclude with cross references and further readings. A detailed index, the Reader’s Guide themes, and cross references combine for search-and-browse in the electronic version. This reference encyclopedia is a reliable and precise source on educational technology and a must-have reference for all academic libraries.


EDUCATION & SCIENCE 2022-IV

EDUCATION & SCIENCE 2022-IV

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  • Author: Şaziye DURUKAN
  • Publisher: Efe Akademi Yayınları
  • ISBN: 6256939026
  • Category : Education
  • Languages : en
  • Pages : 131

PARADIGMATIC STANCE IN RESEARCH Barış KÖSRETAŞ, Alper Yusuf KÖROĞLU COMMERCIAL GAMES AND THEIR EDUCATIONAL VALUE: A REVIEW Kadir Yücel KAYA, Seçil TISOĞLU THE ASSOCIATION BETWEEN TEST ANXIETY AND LEARNING DIFFICULTIES IN CHILDREN Nergis RAMO AKGÜN ANALYSIS OF FINNISH CORE CURRICULUM IN RELATION TO CURRICULUM THEORIES Suat KAYA CRITICAL TRANSLINGUAL APPROACH: A FRAMEWORK FOR PROMOTING DIVERSITY, EQUITY AND INCLUSION . Tuba YILMAZ, Esma YILDIRIM GENERALIZATION, ALGEBRAIC THINKING, AND PATTERN: AN OVERVIEW Fatma ERDOĞAN, Sude AY USING SHORT STORIES IN LANGUAGE SKILLS DEVELOPMENT Hülya KÜÇÜKOĞLU POST COVID-19 METAPHORIC PERCEPTIONS OF PRE-SERVICE ARABIC TEACHERS ON THE CONCEPT OF “DISTANCE EDUCATION” Halil İbrahim ŞANVERDİ, Gül ŞEN YAMAN