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Game Science in Hybrid Learning Spaces
  • Language: en
  • Pages: 220

Game Science in Hybrid Learning Spaces

  • Type: Book
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  • Published: 2020-05-11
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  • Publisher: Routledge

Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and hol...

Serious Games for Healthcare: Applications and Implications
  • Language: en
  • Pages: 370

Serious Games for Healthcare: Applications and Implications

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

With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.

ECGBL 2020 14th European Conference on Game-Based Learning
  • Language: en
  • Pages: 862

ECGBL 2020 14th European Conference on Game-Based Learning

These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.

Serious Games and Edutainment Applications
  • Language: en
  • Pages: 694

Serious Games and Edutainment Applications

  • Type: Book
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  • Published: 2017-03-03
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  • Publisher: Springer

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamific...

Gamification: Concepts, Methodologies, Tools, and Applications
  • Language: en
  • Pages: 2250

Gamification: Concepts, Methodologies, Tools, and Applications

  • Type: Book
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  • Published: 2015-03-31
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  • Publisher: IGI Global

Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Serious Games, Interaction and Simulation
  • Language: en

Serious Games, Interaction and Simulation

  • Type: Book
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  • Published: 2016-12-08
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  • Publisher: Springer

This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016. The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications.

Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021
  • Language: en
  • Pages: 982

Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021

  • Type: Book
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  • Published: 2021-09-23
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  • Publisher: Acpil

These proceedings represent the work of contributors to the 15th European Conference on Games Based Learning (ECGBL 2021), hosted by The University of Brighton on 23-24 September 2021. The Conference Chair is Dr Panagiotis Fotaris and the Programme Chairs are Dr Cate Grundy and Dr Marcus Winter, all from University of Brighton, UK. ECGBL is now a well-established event on the academic research calendar and now in its 15th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The conference was due to be held at The University of Brighton, UK but due to the global Covid-19 pandemic it was moved online to be held as a virtual event. The sco...

New Pedagogical Approaches in Game Enhanced Learning
  • Language: en

New Pedagogical Approaches in Game Enhanced Learning

  • Type: Book
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  • Published: 2013
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  • Publisher: Unknown

"This book addresses the major challenges associated with adopting digital games into a standard curriculum, providing fresh perspectives from current practitioners in the education field"--Provided by publisher.

Smart Learning Environments
  • Language: en
  • Pages: 224

Smart Learning Environments

  • Type: Book
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  • Published: 2014-09-05
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  • Publisher: Springer

This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.

Technology and Psychological Well-being
  • Language: en
  • Pages: 303

Technology and Psychological Well-being

In the modern world we are surrounded by technology. Gadgets such as cell phones, portable computers, and electronic diaries accompany us throughout the day. But is this a good thing? Are we being served by these technological wonders, or have we become enslaved by them? Does constant availability via technology make us more efficient or more stressed? Is our ability to connect with others all over the world, day or night, making us more sociable or turning us into recluses in a virtual world? This book considers the impact of technology on the different spheres of our life - work, home, family and leisure - and assesses ways in which to build better communication between technology developers and society to ensure that technology enhances our lives and psychological well-being, rather than damaging them.