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Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!
"Knowing various frameworks and methodologies is crucial.... This book takes you one step further by transforming individuals or teams into adaptable problem-solving powerhouses." George Ketsiakidis, Design Researcher, Shanghai Jiao Tong University "George is a master of design process thinking, and it comes out in every word of his writing." Ryan Gerber, Founder, Quest Labs It’s not how much time we spend on design that impacts product and service success: it’s whether that time has been spent on solving the right problems. The field of design, with a greater focus on user-centered design, steadily acquires a central position on the work of product design teams. From large corporate env...
It's not how much time we spend on design that impacts product and service success: it's whether that time has been spent on solving the right problems. The field of design, with a greater focus on User Centered Design, steadily acquires a central position on the work of product design teams.
The innovative volume seeks to broaden the scope of research on mathematical problem solving in different educational environments. It brings together contributions not only from leading researchers, but also highlights collaborations with younger researchers to broadly explore mathematical problem-solving across many fields: mathematics education, psychology of education, technology education, mathematics popularization, and more. The volume’s three major themes—technology, creativity, and affect—represent key issues that are crucially embedded in the activity of problem solving in mathematics teaching and learning, both within the school setting and beyond the school. Through the book’s new pedagogical perspectives on these themes, it advances the field of research towards a more comprehensive approach on mathematical problem solving. Broadening the Scope of Research on Mathematical Problem Solving will prove to be a valuable resource for researchers and teachers interested in mathematical problem solving, as well as researchers and teachers interested in technology, creativity, and affect.
Are your sketching skills holding back your creativity? Do you feel constrained by your drawing skills but don't have time to enroll an illustration class? Sketching (for design) Thinking is a short, clear and brilliant collection of tips that will help you build your own graphic vocabulary. Combined with exercises and photos from the d.school workshop, this book is the perfect companion to power up your design thinking workshops.
"Published in association with BSECS, British Society for Eighteenth-Century Studies"
Metacognition is crucial to education in a changing world. The role of mobile applications, AI and global issues such as climate change make the need for developing learners with the ability to monitor and control their own thinking increasingly necessary. Metacognitive learners are learners who can draw on their own knowledge of their own thinking processes to optimise the conditions under which they learn best. Metacognitive learners are self-regulating and pro-active in motivating themselves to learn new skills. Metacognitive learners are strategic in terms of managing their own resources to get the best from every learning opportunity and to transfer that knowledge to new areas of work. ...
The book presents a collection of chapters that focus on the design, use, and evaluation of games and the application of gamification processes in serious learning scenarios. This is clearly the way of the future, as those technologies are currently being used to change the way we explore, learn, and share our knowledge with others. The field will evolve in the near future with the use of new delivery platforms, while various technologies will merge into more concrete media, including wearable multipurpose devices. This book presents a series of design and evaluation case studies enabling the reader to appreciate the complexity of the task in hand, sample different case studies, and appreciate how different requirements can be met using game design and evaluation theory, analysis, and implementation.