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Guidelines for Game-based Learning
  • Language: en
  • Pages: 118

Guidelines for Game-based Learning

Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for learning purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating the learning process.

Affective and Emotional Aspects of Human-computer Interaction
  • Language: en
  • Pages: 332

Affective and Emotional Aspects of Human-computer Interaction

  • Type: Book
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  • Published: 2006
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  • Publisher: IOS Press

The learning process can be seen as an emotional and personal experience that is addictive and motivates learners to proactive behavior. Divided in three parts, this title discusses major topics such as: emotions, motivation, games, and game-experience.

High Performance Multimedia
  • Language: en
  • Pages: 192

High Performance Multimedia

  • Type: Book
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  • Published: 2008
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  • Publisher: IOS Press

Focuses on the European e-content industry.

Adolescent Online Social Communication and Behavior: Relationship Formation on the Internet
  • Language: en
  • Pages: 300

Adolescent Online Social Communication and Behavior: Relationship Formation on the Internet

  • Type: Book
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  • Published: 2009-11-30
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  • Publisher: IGI Global

"This edited volume addresses the pressing need to establish a unified theoretical framework for adolescent online social communication research, specifically, identify the role and function of the Internet in adolescent social communication behavior, dynamic relationships among such things as adolescent social-psychological needs, personality, and social norms in online communication, and theories with practices in adolescent online social communication"--T.p. verso.

Social Information Technology: Connecting Society and Cultural Issues
  • Language: en
  • Pages: 496

Social Information Technology: Connecting Society and Cultural Issues

  • Type: Book
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  • Published: 2008-04-30
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  • Publisher: IGI Global

"This book provides a source for definitions, antecedents, and consequences of social informatics and the cultural aspect of technology. It addresses cultural/societal issues in social informatics technology and society, the Digital Divide, government and technology law, information security and privacy, cyber ethics, technology ethics, and the future of social informatics and technology"--Provided by publisher.

Digital Game Based Learning
  • Language: en
  • Pages: 264

Digital Game Based Learning

Digital games are a significant element in the digital media and information society. They influence the development of media technologies as well as interface design, online social interaction and new evaluation approaches.The Fourth Symposium for Information Design focused on the question of how game based learning environments can motivate and stimulate learners in different situations, and improve learning. It presented didactical and pedagogical issues, as well as actual examples and concrete applications.

Competence Modelling for Human Resources Development and European Policies
  • Language: en
  • Pages: 171
Computer Games and Instruction
  • Language: en
  • Pages: 565

Computer Games and Instruction

  • Type: Book
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  • Published: 2011-05-01
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  • Publisher: IAP

There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games an...

Developments in Current Game-Based Learning Design and Deployment
  • Language: en
  • Pages: 454

Developments in Current Game-Based Learning Design and Deployment

  • Type: Book
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  • Published: 2012-07-31
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  • Publisher: IGI Global

Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

ECGBL 2017 11th European Conference on Game-Based Learning
  • Language: en