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Serious Games

Serious Games

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Author by : Ute Ritterfeld
Languange Used : en
Release Date : 2009-09-10
Publisher by : Routledge

ISBN : 9781135848910

The central purpose of this book is to examine critically the claim that playing games can provide learning that is deep, sustained and transferable to the "real world."...



Serious Games And Edutainment Applications

Serious Games And Edutainment Applications

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Author by : Minhua Ma
Languange Used : en
Release Date : 2011-12-09
Publisher by : Springer Science & Business Media

ISBN : 9781447121619

The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes....



Videogames And Education

Videogames And Education

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Author by : Harry J. Brown
Languange Used : en
Release Date : 2014-12-18
Publisher by : Routledge

ISBN : 9781317452669

Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon....



Learning By Playing

Learning By Playing

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Author by : Fran C. Blumberg PhD
Languange Used : en
Release Date : 2014-03-10
Publisher by : Oxford University Press

ISBN : 9780199896653

There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers....



What Video Games Have To Teach Us About Learning And Literacy Second Edition

What Video Games Have To Teach Us About Learning And Literacy Second Edition

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Author by : James Paul Gee
Languange Used : en
Release Date : 2014-12-02
Publisher by : Macmillan

ISBN : 9781466886421

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life....



Learning And Education Games Volume Two Bringing Games Into Educational Contexts

Learning And Education Games Volume Two Bringing Games Into Educational Contexts

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Author by : Karen Schrier Shaenfeld
Languange Used : en
Release Date : 2016
Publisher by : Lulu.com

ISBN : 9781329703568

The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."...



Entertainment Education And Social Change

Entertainment Education And Social Change

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Author by : Arvind Singhal
Languange Used : en
Release Date : 2003-12-08
Publisher by : Routledge

ISBN : 9781135624569

Entertainment-Education and Social Change introduces readers to entertainment-education (E-E) literature from multiple perspectives. This distinctive collection covers the history of entertainment-education, its applications in the United States and throughout the world, the multiple communication theories that bear on E-E, and a range of research methods for studying the effects of E-E interventions. The editors include commentary and insights from prominent E-E theoreticians, practitioners, activists, and researchers, representing a wide range of nationalities and theoretical orientations. Examples of effective E-E designs and applications, as well as an agenda for future E-E initiatives and campaigns, make this work a useful volume for scholars, educators, and practitioners in entertainment media studies, behavior change communications, public health, psychology, social work, and other arenas concerned with strategies for social change. It will be an invaluable resource book for members of governmental and non-profit agencies, public health and development professionals, and social activists....



Digital Game Based Learning

Digital Game Based Learning

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Author by : Marc Prensky
Languange Used : en
Release Date : 2007-03-01
Publisher by : Paragon House

ISBN : 1557788634

Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers....



Role Playing Game Professional Level 1 Training Workbook

Role Playing Game Professional Level 1 Training Workbook

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Author by : W. A. Hawkes-Robinson
Languange Used : en
Release Date : 2020-11-28
Publisher by :

ISBN : 9798570553040

IMPORTANT: THIS IS A WORKBOOK NOT A STUDY GUIDE. It includes placeholders and pointers for the necessary information, but does not just hand you the answers. The book is filled with quiz questions and note space for you to fill in the blanks (the answers are NOT provided in the book). You can find the answers through self-study, open research, free training at non-profit RPG Research, or by attending an RPG Professionals Authorized Service Provider's Training Program (learn more at https://www.rpgproviders.com)At last a workbook for RPG professionals! First in a series of workbooks for professionals on the use of role-playing games in their industry.NOTE: This is an Amazon PREVIEW Edition of this workbook. It may contain small errors but the content is complete.For other editions available see https://www.rpgworkbook.com.EBOOK EDITIONS OF THIS WORKBOOK ARE INTENDED FOR REFERENCE CONVENIENCE AND PREVIEW PURPOSES. For eBook readers, layout will work better in horizontal mode than in portrait mode. We recommend the printed physical versions of this book over the eBook versions.The training this book supports is based on over 40 years of research and evidence-in-practice, tens of thousands of hours of application, decades of real-world professional implementations across multiple disciplines, thousands of participants, repeated peer review iterations, and more than a thousand direct research contributions.Level 1 training assumes zero prior experience with any role-playing game format, but even experienced grognards will immensely benefit from all of the information provided from the associated training!The workbook itself has undergone hundreds of revisions over the years with contributions from thousands of participants from around the world helping shape this workbook and the related training programs.This workbook is useful for anyone interested in learning about role-playing games at any level, from absolute beginner to experienced long-time gamer.This workbook is recommended for all RPG Professional industries, including but not limited to:* recreation* entertainment* education* publishing* healthcare* recreation therapy and therapeutic recreation* therapeutic (many disciplines)* and many other professions.This workbook covers all of the major RPG formats, including:* Tabletop (TRPG)* Live-action (LRPG & Larp)* Electronic (ERPG)* Hybrids (HRPG).Even if you aren't an aspiring RPG Professional, you will find the information provided with the training associated with this workbook very helpful to greatly improve your games in quality, safety, and fun!While useful for anyone, this workbook is designed specifically to match any of the following:* Paid professional training workshops through RPG.LLC (www.rpg.llc)* Self-paced guided online training through RPG Education (www.rpg.education)* free volunteer training programs through the non-profit RPG Research (www.rpgresearch.com)* other schools and professional training programs and providers designed to fit this training program (www.rpgprofessionals.com)NOTE: Once all of the publishing costs are covered through sales, 20% of all profits from the sale of these books are donated directly to RPG Research, a 501(c)3 non-profit research and human services global volunteer-run charity organization. www.rpgresearch.comHelp the non-profit RPG Research by making all your purchases at https://smile.amazon.com and selecting RPG Research. Then Amazon will match a small percentage of all your shopping and donate it to RPG Research at no cost to you!...



Understanding Video Games

Understanding Video Games

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Author by : Simon Egenfeldt-Nielsen
Languange Used : en
Release Date : 2024
Publisher by :

ISBN : 1032229748

The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming. Drawing from examples, the text explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games....