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Research Anthology On Developments In Gamification And Game Based Learning

Research Anthology On Developments In Gamification And Game Based Learning

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Author by : Management Association, Information Resources
Languange Used : en
Release Date : 2021-11-26
Publisher by : IGI Global

ISBN : 9781668437117

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education....



Research Anthology On Developments In Gamification And Game Based Learning Vol 4

Research Anthology On Developments In Gamification And Game Based Learning Vol 4

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Author by : INFORMATION RESOURCES MANAGEMENT ASSOCIATION.
Languange Used : en
Release Date : 2021-11-22
Publisher by : Research Anthology on Developments in Gamification and Game-Based Learning

ISBN : 1668446650

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Research Anthology On Developments In Gamification And Game Based Learning Vol 3

Research Anthology On Developments In Gamification And Game Based Learning Vol 3

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Author by : INFORMATION RESOURCES MANAGEMENT ASSOCIATION.
Languange Used : en
Release Date : 2021-11-22
Publisher by : Research Anthology on Developments in Gamification and Game-Based Learning

ISBN : 1668446642

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Research Anthology On Developments In Gamification And Game Based Learning Vol 1

Research Anthology On Developments In Gamification And Game Based Learning Vol 1

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Author by : INFORMATION RESOURCES MANAGEMENT ASSOCIATION.
Languange Used : en
Release Date : 2021-11-22
Publisher by : Research Anthology on Developments in Gamification and Game-Based Learning

ISBN : 1668446626

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Research Anthology On Developments In Gamification And Game Based Learning Vol 2

Research Anthology On Developments In Gamification And Game Based Learning Vol 2

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Author by : INFORMATION RESOURCES MANAGEMENT ASSOCIATION.
Languange Used : en
Release Date : 2021-11-22
Publisher by : Research Anthology on Developments in Gamification and Game-Based Learning

ISBN : 1668446634

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Research Anthology On Game Design Development Usage And Social Impact

Research Anthology On Game Design Development Usage And Social Impact

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Author by : Management Association, Information Resources
Languange Used : en
Release Date : 2022-10-07
Publisher by : IGI Global

ISBN : 9781668475904

Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians....



Handbook Of Game Based Learning

Handbook Of Game Based Learning

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Author by : Jan L. Plass
Languange Used : en
Release Date : 2020-02-04
Publisher by : MIT Press

ISBN : 9780262043380

A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan...



Handbook Of Research On The Influence And Effectiveness Of Gamification In Education

Handbook Of Research On The Influence And Effectiveness Of Gamification In Education

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Author by : Bernardes, Oscar
Languange Used : en
Release Date : 2022-05-20
Publisher by : IGI Global

ISBN : 9781668442883

Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students....



Design Motivation And Frameworks In Game Based Learning

Design Motivation And Frameworks In Game Based Learning

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Author by : Tan, Wee Hoe
Languange Used : en
Release Date : 2018-07-13
Publisher by : IGI Global

ISBN : 9781522560272

Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice....



Game Based Learning And The Power Of Play

Game Based Learning And The Power Of Play

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Author by : Pauline Rooney
Languange Used : en
Release Date : 2016-08-17
Publisher by : Cambridge Scholars Publishing

ISBN : 9781443898416

In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage....