Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

Resonant Games
  • Language: en
  • Pages: 267

Resonant Games

  • Type: Book
  • -
  • Published: 2018-07-17
  • -
  • Publisher: MIT Press

Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty...

Augmented Learning
  • Language: en
  • Pages: 273

Augmented Learning

  • Type: Book
  • -
  • Published: 2008
  • -
  • Publisher: MIT Press

New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.

The More We Know
  • Language: en
  • Pages: 227

The More We Know

  • Type: Book
  • -
  • Published: 2012-09-21
  • -
  • Publisher: MIT Press

The rise and fall of iCue: lessons about new media, old media, and education from an NBC-MIT joint venture into interactive learning. In 2006, young people were flocking to MySpace, discovering the joys of watching videos of cute animals on YouTube, and playing online games. Not many of them were watching network news on television; they got most of their information online. So when NBC and MIT launched iCue, an interactive learning venture that combined social networking, online video, and gaming in one multimedia educational site, it was perfectly in tune with the times. iCue was a surefire way for NBC to reach younger viewers and for MIT to test innovative educational methods in the real ...

Handbook of Game-Based Learning
  • Language: en
  • Pages: 601

Handbook of Game-Based Learning

  • Type: Book
  • -
  • Published: 2020-02-04
  • -
  • Publisher: MIT Press

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 acad...

Games, Learning, and Society
  • Language: en
  • Pages: 489

Games, Learning, and Society

This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.

Adventures in Modeling
  • Language: en
  • Pages: 188

Adventures in Modeling

  • Type: Book
  • -
  • Published: 2001
  • -
  • Publisher: Unknown

Have you ever wondered how birds flock or forest fires spread? For thousands of years people - from DaVinci to Einstein - have created models to help them better understand patterns and processes in the world around them. Computers make it easier for novices to build and explore their own models - and learn new scientific ideas in the process. Adventures in Modeling introduces you and your students to designing, creating, and investigating models in StarLogo. Computer modeling, the use of computer programs to simulate complex, dynamic systems or events (like population growth or environmental conservation), is a powerful learning tool that is finding a rapidly growing audience among teachers...

Learning-Through-Touring
  • Language: en
  • Pages: 264

Learning-Through-Touring

Learning-through-Touring uncovers ways in which people interact with the built environment by exploring the spaces around, between and within buildings. The key idea embodied in the book is that learning through touring is haptic –the learner is a physical, cognitive and emotional participant in the process. It also develops the concept that tours, rather than being finished products, are designed to evolve through user participation and over time. Part One of the book presents a series of analytical investigations into theories and practices of learning and touring that have then been developed to produce a set of conceptual methods for tour design. Projects that have tried and tested the...

Embracing Diversity in the Learning Sciences
  • Language: en
  • Pages: 688

Embracing Diversity in the Learning Sciences

More than a decade has passed since the First International Conference of the Learning Sciences (ICLS) was held at Northwestern University in 1991. The conference has now become an established place for researchers to gather. The 2004 meeting is the first under the official sponsorship of the International Society of the Learning Sciences (ISLS). The theme of this conference is "Embracing Diversity in the Learning Sciences." As a field, the learning sciences have always drawn from a diverse set of disciplines to study learning in an array of settings. Psychology, cognitive science, anthropology, and artificial intelligence have all contributed to the development of methodologies to study lea...

Serious Games and Edutainment Applications
  • Language: en
  • Pages: 694

Serious Games and Edutainment Applications

  • Type: Book
  • -
  • Published: 2017-03-03
  • -
  • Publisher: Springer

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamific...

Computational Thinking Education
  • Language: en
  • Pages: 377

Computational Thinking Education

  • Type: Book
  • -
  • Published: 2019-07-04
  • -
  • Publisher: Springer

This This book is open access under a CC BY 4.0 license.This book offers a comprehensive guide, covering every important aspect of computational thinking education. It provides an in-depth discussion of computational thinking, including the notion of perceiving computational thinking practices as ways of mapping models from the abstraction of data and process structures to natural phenomena. Further, it explores how computational thinking education is implemented in different regions, and how computational thinking is being integrated into subject learning in K-12 education. In closing, it discusses computational thinking from the perspective of STEM education, the use of video games to teach computational thinking, and how computational thinking is helping to transform the quality of the workforce in the textile and apparel industry.