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Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.
As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.
A practical guide on how to transform your ideas from virtual world course ware to virtual world learning experiences. It argues that setting up learning in 3D virtual worlds requires a transformative approach.
This book presents a challenging and multi-faceted research project that required state-of-the-art methodological approaches. The project involved analyzing data collected from 10,000 research articles published in ten leading journals in the area of educational technology over 20 years, from January 1994 to December 2014; advanced analytic approaches such as latent semantic analysis; and expert insights and interpretations of the subject matter. It captures the trends in a number of research streams within the discipline of educational technology and identifies the point in time when a massive change took place. This is a significant achievement given that, in epistemology and philosophy of...
"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
The AC/E Digital Culture Annual Report is a publication which looks at the impact of the internet on our society. Its aim is to delve into the transformation happening within the arts and culture sector and to help entities and professionals create experiences that are in line with the expectations of 21st century consumers. The first part of the 2018 edition brings together texts from professionals in the arts and culture sector as well as from experts in the digital field, in order to get up to speed on important issues regarding main trends. Every year the second part of the edition (Focus) looks at the changes happening among readers and reading material. The aim is to outline a map of d...
This book comprises the refereed proceedings of the International Conferences, MAS and ASNT 2012, held in conjunction with GST 2012 on Jeju Island, Korea, in November/December 2012. The papers presented were carefully reviewed and selected from numerous submissions and focus on the various aspects of modeling and simulation, and automotive science and technology.