Game-Based Learning Across the Lifespan

Game-Based Learning Across the Lifespan
Title Game-Based Learning Across the Lifespan PDF eBook
Author Margarida Romero
Publisher Springer
Pages 157
Release 2016-10-22
Genre Education
ISBN 3319417975

Download Game-Based Learning Across the Lifespan Book in PDF, Epub and Kindle

The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers. In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.

Game-Based Learning Across the Lifespan

Game-Based Learning Across the Lifespan
Title Game-Based Learning Across the Lifespan PDF eBook
Author
Publisher
Pages
Release 2016
Genre Electronic book
ISBN

Download Game-Based Learning Across the Lifespan Book in PDF, Epub and Kindle

Game-Based Learning and the Power of Play

Game-Based Learning and the Power of Play
Title Game-Based Learning and the Power of Play PDF eBook
Author Pauline Rooney
Publisher Cambridge Scholars Publishing
Pages 275
Release 2016-08-17
Genre Education
ISBN 1443898414

Download Game-Based Learning and the Power of Play Book in PDF, Epub and Kindle

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.

Smart Pedagogy of Game-based Learning

Smart Pedagogy of Game-based Learning
Title Smart Pedagogy of Game-based Learning PDF eBook
Author Linda Daniela
Publisher Springer Nature
Pages 239
Release 2021-09-11
Genre Education
ISBN 3030769860

Download Smart Pedagogy of Game-based Learning Book in PDF, Epub and Kindle

This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning

Game-based Learning Across the Disciplines

Game-based Learning Across the Disciplines
Title Game-based Learning Across the Disciplines PDF eBook
Author Carmela Aprea
Publisher Springer Nature
Pages 427
Release 2021-08-02
Genre Education
ISBN 3030751422

Download Game-based Learning Across the Disciplines Book in PDF, Epub and Kindle

The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.

Advances in Web-Based Learning – ICWL 2019

Advances in Web-Based Learning – ICWL 2019
Title Advances in Web-Based Learning – ICWL 2019 PDF eBook
Author Michael A. Herzog
Publisher Springer Nature
Pages 365
Release 2019-11-15
Genre Education
ISBN 3030357589

Download Advances in Web-Based Learning – ICWL 2019 Book in PDF, Epub and Kindle

This book constitutes the proceedings of the 18th International Conference on Advances in Web-Based Learning, ICWL 2019, held in Magdeburg, Germany, in September 2019. The 15 full, 15 short, and 7 poster papers presented in this volume were carefully reviewed and selected from 68 submissions. The contributions were organized in topical sections named: Semantic Web for E-Learning, Learning Analytics, Computer Supported Collaborative Learning, Assessment and Pedagogical Issues, E-learning Platforms and Tools, Mobile Learning, and Poster Papers.

Games and Learning Alliance

Games and Learning Alliance
Title Games and Learning Alliance PDF eBook
Author Antonios Liapis
Publisher Springer Nature
Pages 613
Release 2019-11-20
Genre Computers
ISBN 3030343502

Download Games and Learning Alliance Book in PDF, Epub and Kindle

This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.