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Smart Pedagogy of Game-based Learning

Author : Linda Daniela
Publisher : Springer Nature
Page : 239 pages
File Size : 45,26 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

Didactics of Smart Pedagogy

Author : Linda Daniela
Publisher : Springer
Page : 496 pages
File Size : 10,69 MB
Release : 2018-11-27
Category : Education
ISBN : 3030015513

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The focus on smart education has become a new trend in the global educational field. Some countries have already developed smart education systems and there is increasing pressure coming from business and tech communities to continue this development. Simultaneously, there are only fragmented studies on the didactic aspects of technology usage. Thus, pedagogy as a science must engage in a new research direction—smart pedagogy. This book seeks to engage in a new research direction, that of smart pedagogy. It launches discussions on how to use all sorts of smart education solutions in the context of existing learning theories and on how to apply innovative solutions in order to reduce the marginalization of groups in educational contexts. It also explores transformations of pedagogical science, the role of the educator, applicable teaching methods, learning outcomes, and research and assessment of acquired knowledge in an effort to make the smart education process meaningful to a wide audience of international educators, researchers, and administrators working within and tangential to TEL.

Smart Learning Environments

Author : Maiga Chang
Publisher : Springer
Page : 224 pages
File Size : 10,31 MB
Release : 2014-09-05
Category : Education
ISBN : 366244447X

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This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.

Playful Pedagogy in the Pandemic

Author : Emily K. Johnson
Publisher : Taylor & Francis
Page : 133 pages
File Size : 47,20 MB
Release : 2022-08-26
Category : Education
ISBN : 1000640299

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Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.

Handbook of Game-Based Learning

Author : Jan L. Plass
Publisher : MIT Press
Page : 601 pages
File Size : 41,53 MB
Release : 2020-02-04
Category : Education
ISBN : 0262043386

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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

Design, Motivation, and Frameworks in Game-Based Learning

Author : Tan, Wee Hoe
Publisher : IGI Global
Page : 332 pages
File Size : 30,83 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.

Research Anthology on Developments in Gamification and Game-Based Learning

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1971 pages
File Size : 28,70 MB
Release : 2021-11-26
Category : Education
ISBN : 1668437112

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Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Guidelines for Game-based Learning

Author : Maja Pivec
Publisher : Pabst Science Publishers
Page : 118 pages
File Size : 43,78 MB
Release : 2004
Category : Computer-assisted instruction
ISBN : 1593260725

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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.

New Pedagogical Approaches in Game Enhanced Learning

Author : Sara de Freitas
Publisher : IGI Global
Page : 321 pages
File Size : 14,67 MB
Release : 2013-01-01
Category : Education
ISBN : 1466639512

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"This book addresses the major challenges associated with adopting digital games into a standard curriculum, providing fresh perspectives from current practitioners in the education field"--Provided by publisher.

Smart Education and e-Learning - Smart Pedagogy

Author : Vladimir L. Uskov
Publisher : Springer Nature
Page : 543 pages
File Size : 23,42 MB
Release : 2022-05-28
Category : Technology & Engineering
ISBN : 9811931127

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This book serves as a reference for researchers and practitioners in academia and industry. Smart education, smart e-learning and smart pedagogy are emerging and rapidly growing areas that have a potential to transform existing teaching strategies, learning environments and educational activities and technology. They are focused at enabling instructors to develop innovative ways of achieving excellence in teaching in highly technological smart university and providing students with new opportunities to maximize their success using smart classrooms, smart systems and technology. This book contains the contributions presented at the 9th international KES conference on Smart Education and e-Learning (SEEL-2022) with the Smart Pedagogy as the main conference theme. It comprises of forty nine high-quality peer-reviewed papers that are grouped into several interconnected parts: Part 1—Smart Pedagogy, Part 2—Smart Education, Part 3—Smart e-Learning, Part 4—Smart University, Part 5—Smart Education: Systems and Technology, Part 6—Digital Humanities and Social Sciences for Smart University Development: the Innovative Methods, Models and Technologies, Part 7—Digital Transformation of Education and Economics in Smart University and Part 8—Smart Education for Children with Special Educational Needs. We believe this book will serve as a useful source of research data and valuable information for faculty, scholars, Ph.D. students, administrators and practitioners—those who are interested in smart education, smart e-learning and smart pedagogy.