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Assessment in Game-Based Learning
  • Language: en
  • Pages: 476

Assessment in Game-Based Learning

The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.

Handbook of Research on Educational Communications and Technology
  • Language: en
  • Pages: 1005

Handbook of Research on Educational Communications and Technology

The 4th edition of the Handbook of Research on Educational Communications and Technology expands upon the previous 3 versions, providing a comprehensive update on research pertaining to new and emerging educational technologies. Chapters that are no longer pertinent have been eliminated in this edition, with most chapters being completely rewritten, expanded, and updated Additionally, new chapters pertaining to research methodologies in educational technology have been added due to expressed reader interest. Each chapter now contains an extensive literature review, documenting and explaining the most recent, outstanding research, including major findings and methodologies employed. The Handbook authors continue to be international leaders in their respective fields; the list is cross disciplinary by design and great effort was taken to invite authors outside of the traditional instructional design and technology community.

Emerging Technologies for STEAM Education
  • Language: en
  • Pages: 407

Emerging Technologies for STEAM Education

  • Type: Book
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  • Published: 2015-09-09
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  • Publisher: Springer

This theory-to-practice guide offers leading-edge ideas for wide-scale curriculum reform in sciences, technology, engineering, the arts, and mathematics--the STEAM subjects. Chapters emphasize the critical importance of current and emerging digital technologies in bringing STEM education up to speed and implementing changes to curricula at the classroom level. Of particular interest are the diverse ways of integrating the liberal arts into STEM course content in mutually reshaping humanities education and scientific education. This framework and its many instructive examples are geared to ensure that both educators and students can become innovative thinkers and effective problem-solvers in ...

Intelligent Learning Infrastructure for Knowledge Intensive Organizations
  • Language: en
  • Pages: 453

Intelligent Learning Infrastructure for Knowledge Intensive Organizations

  • Type: Book
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  • Published: 2006-01-01
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  • Publisher: IGI Global

Discusses the convergence of knowledge and learning management and provides state-of-the art knowledge with a semantic web perspective.

Board Games in the CLIL Classroom
  • Language: en
  • Pages: 276

Board Games in the CLIL Classroom

The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.

Knowledge Games
  • Language: en
  • Pages: 281

Knowledge Games

  • Type: Book
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  • Published: 2016-06-15
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  • Publisher: JHU Press

Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze bre...

Reshaping Learning
  • Language: en
  • Pages: 457

Reshaping Learning

This edited volume with selected papers from extinguished experts and professors in the field of learning technology and the related fields who are far-sighted and have his/her own innovative thoughts on the development of learning technology. This book will addresses the main issues concerned with the trend and future development of learning processes, innovative pedagogies changes, effects of new technologies on education, future learning content. Learning technology has been affected by advances in technology development and changes in the field of education. Nowadays we cannot afford to sense the changes and then make adaption to it. What we should do is to predict the changes and make positive and active reactions to help the trend go smoothly and in a more beneficial way. This book aims to gather the newest ideas on the frontiers and future development of learning education from the aspects of learning, pedagogies, and technologies in learning in order to draw a picture of learning education in the near future. ​

We the Gamers
  • Language: en
  • Pages: 401

We the Gamers

Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.

Multiple Perspectives on Problem Solving and Learning in the Digital Age
  • Language: en
  • Pages: 397

Multiple Perspectives on Problem Solving and Learning in the Digital Age

This edited volume with selected expanded papers from CELDA (Cognition and Exploratory Learning in the Digital Age) 2009 (http://www.celda-conf.org/) addresses the main issues concerned with problem solving, evolving learning processes, innovative pedagogies, and technology-based educational applications in the digital age. There have been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a fast pace and affecting academia and professional practice in many ways. Paradigms such as just-in-time learning, constructivism, student-centered learning and collaborative approaches have emerged and are being supported by technological advancements such as simulations, virtual reality and multi-agents systems. These developments have created both opportunities and areas of serious concerns. This volume aims to cover both technological as well as pedagogical issues related to these developments.

Lessons in Leadership in the Field of Educational Technology
  • Language: en
  • Pages: 182

Lessons in Leadership in the Field of Educational Technology

The idea for this edited book came about due to the increased discussion and focus on leadership within the educational technology field and particularly in the Association for Educational Communications and Technology organization. There is a diverse amount of individuals in leadership in the field that contributed their lessons learned. This book focuses on sharing the lessons learned by leaders in the field on how they became a leader and what leadership means. The primary contributions address three central questions. What is your story about how you became a leader? What lessons have you learned about being an effective leader? What advice would you give others to become a leader? In addition, this book spotlights the impact that past leaders have had on current leaders and upon the field of educational technology.