[PDF] Gaming For Classroom Based Learning Digital Role Playing As A Motivator Of Study eBook

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Gaming for Classroom-based Learning

Author : Youngkyun Baek
Publisher :
Page : 292 pages
File Size : 48,58 MB
Release : 2010
Category : Educational games
ISBN :

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In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field. As part of an international dialogue among researchers in educational technology, this book investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning.

Teach Like a Gamer

Author : Carly Finseth
Publisher : McFarland
Page : 217 pages
File Size : 20,90 MB
Release : 2018-05-25
Category : Games & Activities
ISBN : 1476631824

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Digital role-playing games such as Rift, Diablo III, and Kingdoms of Amalur: Reckoning help players develop skills in critical thinking, problem solving, digital literacy, and lifelong learning. The author examines both the benefits and the drawbacks of role-playing games and their application to real-world teaching techniques. Readers will learn how to incorporate games-based instruction into their own classes and workplace training, as well as approaches to redesigning curriculum and programs.

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Author : Felicia, Patrick
Publisher : IGI Global
Page : 1462 pages
File Size : 38,87 MB
Release : 2011-04-30
Category : Education
ISBN : 1609604962

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"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

Handbook of Research on Effective Electronic Gaming in Education

Author : Ferdig, Richard E.
Publisher : IGI Global
Page : 1762 pages
File Size : 28,44 MB
Release : 2008-07-31
Category : Technology & Engineering
ISBN : 1599048116

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"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.

Design, Motivation, and Frameworks in Game-Based Learning

Author : Tan, Wee Hoe
Publisher : IGI Global
Page : 332 pages
File Size : 42,53 MB
Release : 2018-07-13
Category : Education
ISBN : 1522560270

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Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.

Digital Game-Based Learning

Author : Marc Prensky
Publisher : Paragon House
Page : 464 pages
File Size : 14,73 MB
Release : 2007-03-01
Category : Education
ISBN : 9781557788634

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Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Cases on Digital Game-Based Learning: Methods, Models, and Strategies

Author : Baek, Youngkyun
Publisher : IGI Global
Page : 626 pages
File Size : 25,91 MB
Release : 2013-01-31
Category : Education
ISBN : 1466628499

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In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

Smart Pedagogy of Game-based Learning

Author : Linda Daniela
Publisher : Springer Nature
Page : 239 pages
File Size : 44,53 MB
Release : 2021-09-11
Category : Education
ISBN : 3030769860

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This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning

Gamification: Concepts, Methodologies, Tools, and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2250 pages
File Size : 48,39 MB
Release : 2015-03-31
Category : Computers
ISBN : 1466682019

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Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.