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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...

Game Science in Hybrid Learning Spaces
  • Language: en
  • Pages: 215

Game Science in Hybrid Learning Spaces

  • Type: Book
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  • Published: 2020-04-29
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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

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.

Game Science in Hybrid Learning Spaces
  • Language: en
  • Pages: 260

Game Science in Hybrid Learning Spaces

  • Type: Book
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  • Published: 2018-06
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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 and Edutainment Applications
  • Language: en
  • Pages: 702

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...

New Pedagogical Approaches in Game Enhanced Learning
  • Language: en
  • Pages: 321

New Pedagogical Approaches in Game Enhanced Learning

  • Type: Book
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  • Published: 2013-01-01
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  • Publisher: IGI Global

"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.

Gamification: Concepts, Methodologies, Tools, and Applications
  • Language: en
  • Pages: 2211

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.

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...