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This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and the influence of learners’ domain-specific and game competencies. The integration of serious games into the curriculum and subsequent performance and motivation outcomes are also presented.
This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.
The first International Conference on Intelligent Tutoring Systems (ITS) was held ten years ago in Montreal (ITS ’88). It was so well received by the international community that the organizers decided to do it again in Montreal four years later, in 1992, and then again in 1996. ITS ’98 differs from the previous ones in that this is the first time the conference has been held outside of Montreal, and it’s only been two years (not four) since the last one. One interesting aspect of the ITS conferences is that they are not explicitly bound to some organization (e.g., IEEE or AACE). Rather, the founder of these conferences, Claude Frasson, started them as a means to congregate researchers...
TRANSFORMING EDUCATION WITH VIRTUAL REALITY The book provides an in-depth and comprehensive knowledge reviewof the use of virtual reality in the education industry and businesses. Virtual reality (VR) technology has thoroughly transformed education by providing engaging and immersive ways for students to experience their education and by offering visual learning, creative development, etc., to enhance their studies. Moreover, with increasing accessibility, both students and educators can utilize it for effective teaching and learning. By embracing this VR-related technology, teachers can transform traditional classrooms into lively ones. Businesses can also leverage VR for skilling, up-skill...
One of the basic principles that underpin the learning sciences is to improve theories of learning through the design of powerful learning environments that can foster meaningful learning. Learning sciences researchers prefer to research learning in authentic contexts. This book focuses on learning sciences in the Asia-Pacific context.
This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.
The Design, Experience and Practice of Networked Learning Edited by: Vivien Hodgson, Maarten de Laat, David McConnell and Thomas Ryberg This book brings together a wealth of new research that opens up the meaning of connectivity as embodied and promised in the term ‘networked learning’. Chapters explore how contexts, groups and environments can be connected rather than just learners; how messy, unexpected and emergent connections can be made rather than structured and predefined ones; and how technology connects us to learning and each other, but also shapes our identity. These exciting new perspectives ask us to look again at what we are connecting and to revel in new and emergent possi...
This edited book gives a comprehensive picture of the state of the art in authoring systems and authoring tools for advanced technology instructional systems. It includes descriptions of fifteen systems and research projects from almost every significant effort in the field. The book will appeal to researchers, teachers and advanced students working in education, instructional technology and computer-based education, psychology, cognitive science and computer science.
M. David Merrill has been active in the field of instructional technology for almost 40 years. His contributions range from basic instructional principles and instructional design theory to development and implementation of learning environments. Innovations in Instructional Technology is a collection of original essays written by leading scholars and practitioners who have worked with and been inspired by Professor Merrill. The chapters in this book represent a sampling of key innovations in the instructional technology field and include knowledge of how people learn, how people solve problems, how designers conceptualize learning spaces, how teachers implement learning activities, and how ...