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Kategorie szczegółowe BISAC
 
Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Pieter Wouters; Herre Van Oostendorp
The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective...
The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to...
cena: 564,88 zł
 
Educational Games for Soft-Skills Training in Digital Environments: New Perspectives

Elena Dell'aquila; Orazio Miglino; Davide Marocco
The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings. Several educational techniques are explored, such as role-playing, psychodrama and rule and drama-based games. The experiences reported in the book are the synthesis of several European projects, coordinated by the authors, aimed at applying known psycho-pedagogical training models to on-line, technology enhanced learning contexts in a broad range of applications and target groups. The specificity of such a psycho-pedagogical methodology,...
The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings....
cena: 484,18 zł
 
Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement

Christian Sebastian Loh; Yanyan Sheng; Dirk Ifenthaler
This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize...
This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for perfor...
cena: 726,29 zł
 
Choosing and Using Digital Games in the Classroom: A Practical Guide

Katrin Becker
This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of seriousgame implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans."
This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the h...
cena: 443,82 zł
 
Describing and Studying Domain-Specific Serious Games

Joke Torbeyns; Erno Lehtinen; Jan Elen
This book describes research outcomes on domain-specific serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and the influence of learners' domain-specific and game competencies.
This book describes research outcomes on domain-specific serious games. The second part of the book presents recent empirical studies on these games, ...
cena: 201,72 zł
 
Game-Based Learning Across the Lifespan: Cross-Generational and Age-Oriented Topics

Margarida Romero

The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges, and implications of DGBL across the lifespan for game designers.

In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development,...

The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design...

cena: 443,82 zł
 
A Guide to Designing Curricular Games: How to Game the System

Janna Jackson Kellinger

This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games...

This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogi...

cena: 605,23 zł
 
Learning Games: The Science and Art of Development

Scott Warren; Greg Jones
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...
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 p...
cena: 443,82 zł
 
Gamification in Learning and Education: Enjoy Learning Like Gaming

Sangkyun Kim; Kibong Song; Barbara Lockee
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and...
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate ...
cena: 645,58 zł
 
Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement

Christian Sebastian Loh; Yanyan Sheng; Dirk Ifenthaler
This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize...
This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for perfor...
cena: 726,29 zł
ilość książek w kategorii: 24
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