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"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"--
45 edited articles, originally presented at the 38th edition of the International Simulation and Gaming Association conference 2007.
This book constitutes the refereed proceedings of the Third International Conference on Games and Learning Alliance, GALA 2014, held in Bucharest, Romania, in July 2014. The 15 revised papers presented were carefully reviewed and selected from 26 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped into four sessions: pedagogy, technology, design, and applications.
This book constitutes revised selected papers from the 53rd International Simulation and Gaming Association Conference, ISAGA 2022, which took place in Boston, USA, during July 11–14, 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 35 submissions. They were organized in topical sections named: education and training; resilience and sustainability; health; and social justice.
Foreign policy analysis is a major part of international relations scholarship, yet many models are ill-equipped to examine the effects of individual leadership on policy. Written by a leading figure in the field, this innovative account challenges traditional views in international relations by theorising the influence of individual leaders on foreign policy change. It examines how and why leaders have shaped policy throughout history, showcasing Obama's Cuba pivot as a prime example. Using an original theoretical approach, this book will appeal to academics and practitioners in foreign policy analysis, international relations and comparative politics.
The learning process can be seen as an emotional and personal experience that is addictive and motivates learners to proactive behaviour. New research methods in this field are related to affective and emotional approaches to computer-supported learning and human-computer interactions. The major topics discussed are emotions, motivation, games and game-experience. The book is divided in three parts, part I, Game-based Learning, reflects upon the two-way interaction between game and student, thus enabling the game to react to the student’s emotional state. Having the possibility to detect and steer the emotional state of the student could have a positive impact on using digital games in edu...
"After twenty years of sustainable building policies, the issue of environmental impact of buildings and urban environments remains. Policy makers still have difficulties addressing the ambiguous, contested and dynamic goals encapsulated in the term 'sustainable development'. How to decide between using zinc or PVC gutters, when knowledge and valuation of environmental risks of both keep changing? How can we accommodate urban growth, now that compact cities turn out to be urban heat islands?" "Greening governance identifies how policy makers can deal with these contested questions. The book draws on policy network theories that consider stakeholder interaction, negotiation and learning as co...
Although the time and depth of the cycles differed from one European country to another, mortgage markets have grown in size. This title presents a study that highlights the role of the institutions, household characteristics, and the structure of national mortgage markets as key elements in shaping the optimal mortgage for homeowners.
The Wiley Handbook of Learning Technology is an authoritative and up-to-date survey of the fast-growing field of learning technology, from its foundational theories and practices to its challenges, trends, and future developments. Offers an examination of learning technology that is equal parts theoretical and practical, covering both the technology of learning and the use of technology in learning Individual chapters tackle timely and controversial subjects, such as gaming and simulation, security, lifelong learning, distance education, learning across educational settings, and the research agenda Designed to serve as a point of entry for learning technology novices, a comprehensive reference for scholars and researchers, and a practical guide for education and training practitioners Includes 29 original and comprehensively referenced essays written by leading experts in instructional and educational technology from around the world
This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.