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Serious Educational Games
  • Language: en
  • Pages: 95

Serious Educational Games

  • Type: Book
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  • Published: 2008-01-01
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  • Publisher: BRILL

Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes. This book presents a collection of work that bridges the theory behind Serious Educational games and cutting edge research coming from many aspects in the field. The authors all have experienced Serious Games in education in their research and/or through personal game play. While the literature base for educational games is growing at alarming rates, a theoretical framework by which future research will be conducted and practical examples of established work and work that continues to is the crux of this volume. This book is not all encompassing of the work being done with educational games but rather it provides lessons from the field in tangible projects. This book takes the reader through why Serious Games need to be used in K-12 education, the theory underlying why games work for teaching and learning, and how Serious Games are being used and researched.

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds
  • Language: en
  • Pages: 281

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the ...

V-Learning
  • Language: en
  • Pages: 192

V-Learning

Equally grounded in the research and the practical applications developed by the authors over a number of years, this book shows how virtual learning environments could represent the future of higher education. As academics begin to use environments such as Second Life to reach a broader student audience, this volume offers the distance-learning community (administrators, faculty, and students) a different, yet successful, approach to delivering content over the Internet through 3D virtual learning environments that have the potential to transform higher education. Covering a broad spectrum of frameworks, from commercial multiplayer video games to online learning, the book shows just how pow...

Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends
  • Language: en
  • Pages: 389

Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends

  • Type: Book
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  • Published: 2012-01-31
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  • Publisher: IGI Global

Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.

Cases on Inquiry through Instructional Technology in Math and Science
  • Language: en
  • Pages: 697

Cases on Inquiry through Instructional Technology in Math and Science

  • Type: Book
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  • Published: 2012-01-31
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  • Publisher: IGI Global

There exists a wealth of information about inquiry and about science, technology, engineering, and mathematics (STEM), but current research lacks meaningfully written, thoughtful applications of both topics.Cases on Inquiry through Instructional Technology in Math and Science represents the work of many authors toward meaningful discourse of inquiry used in STEM teaching. This book presents insightful information to teachers and teacher education candidates about using inquiry in the real classroom, case studies from which research suggests appropriate uses, and tangible direction for creating their own inquiry based STEM activities. Sections take the reader logically through the meaning of inquiry in STEM teaching, how to use technology in modern classrooms, STEM projects which successfully integrate inquiry methodology, and inquiry problem solving within STEM classrooms with the aim of creating activities and models useful for real-world classrooms.

Contemporary Technologies in Education
  • Language: en
  • Pages: 268

Contemporary Technologies in Education

  • Type: Book
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  • Published: 2018-11-08
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  • Publisher: Springer

This edited volume provides a critical discussion of theoretical, methodological, and practical developments of contemporary forms of educational technologies. Specifically, the book discusses the use of contemporary technologies such as the Flipped Classroom (FC), Massive Open Online Course (MOOC), Social Media, Serious Educational Games (SEG), Wikis, innovative learning software tools, and learning analytic approach for making sense of big data. While some of these contemporary educational technologies have been touted as panaceas, researchers and developers have been faced with enormous challenges in enhancing the use of these technologies to arouse student attention and improve persistent motivation, engagement, and learning. Hence, the book examines how contemporary technologies can engender student motivation and result in improved engagement and learning. Each chapter also discusses the road ahead and where appropriate, uses the current trend to predict future affordances of technologies.

Teaching Creatively and Teaching Creativity
  • Language: en
  • Pages: 206

Teaching Creatively and Teaching Creativity

Creative teaching as well as teaching creativity are cutting edge issues in psychology today as recent academic and popular media coverage has shown. This volume expands on that interest with chapter authors drawn from interdisciplinary areas. It includes examples of creatively teaching across the education system, including preschool, K-12, undergraduate, and graduate level education. The variety of subjects covered by the chapters include psychology,math, science, and reading. In addition to creative teaching which may lead to enhanced learning and achievement in students, as well enhanced creativity,another focus is teaching with the objective to enhance creativity.

K-12 STEM Education: Breakthroughs in Research and Practice
  • Language: en
  • Pages: 1055

K-12 STEM Education: Breakthroughs in Research and Practice

  • Type: Book
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  • Published: 2017-10-31
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  • Publisher: IGI Global

Education is vital to the progression and sustainability of society. By developing effective learning programs, this creates numerous impacts and benefits for future generations to come. K-12 STEM Education: Breakthroughs in Research and Practice is a pivotal source of academic material on the latest trends, techniques, technological tools, and scholarly perspectives on STEM education in K-12 learning environments. Including a range of pertinent topics such as instructional design, online learning, and educational technologies, this book is an ideal reference source for teachers, teacher educators, professionals, students, researchers, and practitioners interested in the latest developments in K-12 STEM education.

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
  • Language: en
  • Pages: 1374

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

  • Type: Book
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  • Published: 2011-04-30
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  • Publisher: IGI Global

"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

Learning in a Digital World
  • Language: en
  • Pages: 348

Learning in a Digital World

  • Type: Book
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  • Published: 2019-06-29
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  • Publisher: Springer

This book aims at guiding the educators from a variety of available technologies to support learning and teaching by discussing the learning benefits and the challenges that interactive technology imposes. This guidance is based on practical experiences gathered through developing and integrating them into varied educational settings. It compiles experiences gained with various interactive technologies, offering a comprehensive perspective on the use and potential value of interactive technologies to support learning and teaching. Taken together, the chapters provide a broader view that does not focus exclusively on the uses of technology in educational settings, but also on the impact and ability of technology to improve the learning and teaching processes. The book addresses the needs of researchers, educators and other stakeholders in the area of education interested in learning how interactive technologies can be used to overcome key educational challenges.