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Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.
As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.
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.
A GUARDIAN 'ONE TO LOOK OUT FOR 2020' A RED MAGAZINE 'CAN'T WAIT TO READ' BOOK OF 2020 THE MULTI-MILLION-COPY SELLING SOUTH KOREAN SENSATION THAT HAS GOT THE WHOLE WORLD TALKING Kim Jiyoung is a girl born to a mother whose in-laws wanted a boy. Kim Jiyoung is a sister made to share a room while her brother gets one of his own. Kim Jiyoung is a female preyed upon by male teachers at school. Kim Jiyoung is a daughter whose father blames her when she is harassed late at night. Kim Jiyoung is a good student who doesn’t get put forward for internships. Kim Jiyoung is a model employee but gets overlooked for promotion. Kim Jiyoung is a wife who gives up her career and independence for a life of ...
"This book compiles authoritative research from scholars worldwide, covering the issues surrounding the influx of information technology to the office environment, from choice and effective use of technologies to necessary participants in the virtual workplace"--Provided by publisher.
Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.
"This book addresses issues the potential of games to support learning and change behaviour offering empirical evidence pertaining to the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"--
This book comprises the refereed proceedings of the International Conferences, MAS and ASNT 2012, held in conjunction with GST 2012 on Jeju Island, Korea, in November/December 2012. The papers presented were carefully reviewed and selected from numerous submissions and focus on the various aspects of modeling and simulation, and automotive science and technology.
The idea that such pervasive and ever-growing immersion in digital gaming affects gamers real life seems obvious and is the focus of this volume. A wide range of topics was collected under the 'Psychology of Gaming' header. The eight chapters in this edited book do not represent all the topics in the psychology of gaming, however, this book includes a variety of topics in this field: game theory, emotional engagement, fantasy world, game designs and development, and gambling with on-line games.
Successful educational programs are often the result of pragmatic design and development methodologies that take into account all aspects of the educational and instructional experience. Instructional Design: Concepts, Methodologies, Tools and Applications presents a complete overview of historical perspectives, new methods and applications, and models in instructional design research and development. This three-volume work covers all fundamental strategies and theories and encourages continued research in strengthening the consistent design and reliable results of educational programs and models.