This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
Author: Christopher Thomas Miller
Publisher: Springer Science & Business Media
The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
Games. Research into the use of mainstream games in education is relatively
novel, but growing rapidly. Research is mainly ... More than anything it illustrates
the breadth and potential of educational computer games. The chapter's goal is
Author: Simon Egenfeldt-Nielsen
Category: Computer games
Depending on its purposes, a VW could be a virtual environment for gaming,
social networking, learning, business, ... In this chapter, I will briefly highlight the
potential and possible educational application of a 3D VLE and explain how it
Author: L.A. Annetta
Publisher: Springer Science & Business Media
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Author: Lawrence A. Tomei
Publisher: Rowman & Littlefield Education
This is a desktop resource focusing specifically on distance education for researchers and practitioners. Its focus on all levels of education (i.e., K-12, higher education, proprietary education, and corporate training), which allows the lexicon to provide comprehensive coverage of the discipline of distance education.
Gaming Media and Their Application in Educational Practice: An Interactive
Toolkit for Teachers Nikolaus König, ... potential, based on the specific qualities
of the medium; the second tool helps to transfer this potential to the classroom by
Author: Carsten Busch
Publisher: Academic Conferences and Publishing International
Author: Arthur James Wells
Category: English literature
Digital. Games. for. Online. Adult. Education: Trends. and. Issues. Muhammet
Demirbilek Suleyman Demirel University, Turkey ABSTRACT ... The purpose of
this chapter is to highlight the potential of digital games in online Adult education.
Author: Kidd, Terry T.
Publisher: IGI Global
"This book disseminates current issues and trends emerging in the field of adult e-learning and online instruction"--Provided by publisher.
In this chapter, I briefly discuss the potential educational value of escape games,
taking into consideration gamification theory ... Serious games are defined as “[g]
ames that do not have entertainment, enjoyment or fun as their primary purpose”
Author: Alessia Plutino
The present volume collects papers from InnoConf19, which took place at the University of Southampton on the 28th of June 2019. The theme of the conference was ‘Treasuring languages: innovative and creative approaches in HE’. The contributions collected in this peer-reviewed volume aim to reflect on best practice in higher education. They showcase innovative approaches to support the multiple skills needed in our society whilst fighting a decline in students wanting to learn languages. The short papers selected for this volume display examples of innovative curriculum design; enhancement of critical thinking, creative skills, and intercultural awareness; the use of digital tools and technology-enhanced learning, employability, innovative assessment, and collaborative and independent learning. We believe this volume will be of use to language teachers and practitioners in higher education and beyond.
Preface. INTRODUCTION Game-Based Learning (GBL) is an emerging
educational medium that employs video games to increase students' skills, their
level of ... More educators need to be aware of the educational potential of video
Author: Felicia, Patrick
Publisher: IGI Global
"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.
Recent years have seen a growing interest in the pedagogical potential of digital
games. The educational value of games has long been recognized (e.g. Lee,
1979), but digital games in particular are now acknowledged as having great ...
Author: Hayo Reinders
Category: Language Arts & Disciplines
This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.
We then define the concept of enabling constraints and explore its potential in
Teaching Games for Understanding (TGfU) in ... the word 'games' to describe
organized, physically active, rule-governed forms of play that have a specific
Author: Tim Hopper
This title focuses on complexity thinking in the context of physical education, enabling fresh ways of thinking about research, teaching, curriculum and learning. Written by a team of leading international physical education scholars, the book highlights how the considerable theoretical promise of complexity can be reflected in the actual policies, pedagogies and practices of physical education.
Since video games first began to appear, many educators have expressed the
opinion that they offer huge potential for education. The most obvious feature of
video games driving this conclusion is the degree to which games engage their ...
Author: Keith Devlin
Publisher: CRC Press
Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics education, Mathematics Education for a New Era: Video Games as a Medium for Learning describes exactly what is involved in designing and producing successful math educational videogames that foster the innovative mathematical thinking skills necessary for success in a global economy. Read the author's monthly MAA column Devlin's Angle
Whereas games are often highly recommended for being powerful learning
environments, educational practices with ... for the potential of games in
education, but for methodologies that can describe the emerging and global use
of games ...
Author: Myint Swe Khine
Publisher: Springer Science & Business Media
Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.
Albena Antonova Sofia University, Bulgaria ABSTRACT Nowadays, serious
games increasingly attract public interest, and ... complex technological
applications with high potential use in education and business (
Author: Cruz-Cunha, Maria Manuela
Publisher: IGI Global
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.
This learning cycle is critical to both intellectually engaging gameplay and
academic learning, which illustrates the potential of educational games. Squire (
2003, 2005) offers a warning: this testing of the system is in fact a test of the
Author: Jean D. M. Underwood
Publisher: John Wiley & Sons
Learning and the E-Generation examines the impact of new and emerging digital technologies—from computers and tablets to social media and video games—on learners in formal and informal settings. Assesses the psychological factors at play, including social, cognitive, and behavioral characteristics that are influenced by exposure to technology Addresses the risks and benefits of 21st century digital technology on children and young adults Written by two experts in the field who draw on the latest research and practice from psychology, neuroscience, and education Discusses the potential of technology to make the learning process more authentic and engaging, as well as the obstacles which can prevent this from happening effectively
Game Designers Game designers, in collaboration with civic educators, could
create more video games with explicit civic and political content. Such games
may well increase the civic impact of video game play. Research on civic
Author: Joseph Kahne
Publisher: MIT Press
This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement.Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.
University,.UK ABSTRACT This.chapter.examines.the.rationale.for.the.use.of.
Author: Connolly, Thomas
Publisher: IGI Global
Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.
A Practical Guide to Engaging Students in Higher Education Nicola Whitton.
Series. Editor's. Foreword. If there was any doubt about the popularity of
computer games and their potential use in education, then a consideration of
their sales and ...
Author: Nicola Whitton
Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.
Keywords: teacher-led gaming, teacher roles, practical implications of classroom
gaming 1. Educational games and teachers As the body of research that points
out the potential educational value of games grows, the interest for including ...
Author: Robin Munkvold and Line Kolås
Publisher: Academic Conferences and publishing limited
However considering the expertise in most higher education institutions and the
recent surge in serious games courses at third level, one might reasonably
conclude that higher education holds huge potential for developing serious
Author: Patrick Felicia
Publisher: Academic Conferences Limited
Category: Computer simulation