Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills

Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills
Title Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills PDF eBook
Author Rivera-Trigueros, Irene
Publisher IGI Global
Pages 507
Release 2022-02-11
Genre Education
ISBN 1799886476

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As new technologies and professional profiles emerge, traditional education paradigms have to be adapted to new scenarios, creating favorable conditions for promoting transversal skills among students. Consequently, there is a growing demand for training in emergent skills to solve problems of different natures, distributive leadership competencies, empathy, ability to control emotions, etc. In this sense, one of the challenges that educators of all different educational levels and training contexts have to face is to foster these skills in their courses. To overcome these obstacles, innovative and disruptive methodologies, such as game-based learning activities like escape rooms, can be a great ally for teachers to work on transversal skills and specific knowledge at the same time. The Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills gathers knowledge, skills, abilities, and capabilities on innovative and disruptive methodologies that can be applied in all educational levels to foster transversal skills. This publication contains different contributions focused on the description of innovative educational methods, processes, and tools that can be adopted by teachers to promote transversal skills such as creativity, critical thinking, decision-making, and entrepreneurial skills. This book is ideal for teachers, instructional designers, educational software developers, academics, professionals, students, and researchers working at all levels in the educational field and provides valuable background information to professionals who aim to overcome traditional paradigm obstacles and meet student needs by means of innovative and disruptive methodologies.

Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era

Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era
Title Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era PDF eBook
Author Ordóñez de Pablos, Patricia
Publisher IGI Global
Pages 532
Release 2022-09-30
Genre Education
ISBN 1668459159

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The evolution of information technologies, mobile devices, social media, and the needs of students, workers, and academics has experienced rapid changes in the past several years. This complex and dynamic reality requires new forms of education delivery and teaching methodologies for academics. Old teaching practices must be refreshed to provide customized and context-adapted learning opportunities. Additionally, there are drivers, barriers, and success factors within distance and mobile learning devices and systems that need to be explored and tested. The Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era aims to foster an international dialogue of approaches, methodologies, and tools for the transformation of education in the digital era and broaden the visibility of new technologies for education, establish an international scientific platform for collaboration on digital education, and accelerate innovation in education technology. Covering critical topics such as faculty training, online teaching, and talent management, this major reference work is ideal for government officials, industry professionals, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games
Title Handbook of Research on Decision-Making Capabilities Improvement With Serious Games PDF eBook
Author Correia, Anacleto
Publisher IGI Global
Pages 459
Release 2023-07-10
Genre Business & Economics
ISBN 1668491672

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How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

Learning With Escape Rooms in Higher Education Online Environments

Learning With Escape Rooms in Higher Education Online Environments
Title Learning With Escape Rooms in Higher Education Online Environments PDF eBook
Author Santamaría Urbieta, Alexandra
Publisher IGI Global
Pages 376
Release 2023-02-10
Genre Education
ISBN 1668460823

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Teachers, professors, and educational professionals have the opportunity to create new, challenging, significant, and interactive learning experiences for today’s students. Escape rooms are growing in popularity as they provide numerous benefits and opportunities for learning; however, the use of escape rooms in higher education is not always taken seriously. Learning With Escape Rooms in Higher Education Online Environments proves that it is possible to take escape rooms to higher education with great results for both teachers and students by presenting different escape room proposals that are explained in detail with the instructions and materials used so that any teacher could replicate it in their subject. Covering key topics such as online learning, student learning, and computer science, this reference work is ideal for principals, industry professionals, researchers, scholars, practitioners, academicians, instructors, and students.

Handbook of Research on the Influence and Effectiveness of Gamification in Education

Handbook of Research on the Influence and Effectiveness of Gamification in Education
Title Handbook of Research on the Influence and Effectiveness of Gamification in Education PDF eBook
Author Bernardes, Oscar
Publisher IGI Global
Pages 869
Release 2022-05-20
Genre Education
ISBN 1668442884

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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.

Handbook of Research on International Approaches and Practices for Gamifying Mathematics

Handbook of Research on International Approaches and Practices for Gamifying Mathematics
Title Handbook of Research on International Approaches and Practices for Gamifying Mathematics PDF eBook
Author Huertas-Abril, Cristina A.
Publisher IGI Global
Pages 422
Release 2022-05-13
Genre Education
ISBN 1799896625

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Game-based resources provide opportunities to consolidate and develop a greater knowledge and understanding of both mathematical concepts and numeracy skills, which present opportunities and challenges for both teachers and learners when engaging with subject content. For learners for whom the language of instruction is not their first or main language, this can present challenges and barriers to their progress. This requires teachers to reconsider and adapt their teaching strategies to ensure the needs of these learners are fully addressed, thereby promoting inclusion and inclusive practices. The Handbook of Research on International Approaches and Practices for Gamifying Mathematics provides relevant theoretical frameworks and the latest empirical research findings in teaching and learning mathematics in bilingual/plurilingual education by using active methodologies, specifically gamification and game-based learning and teaching. Covering a wide range of topics such as e-safety, bilingual education, and multimodal mathematics, this major reference work is ideal for policymakers, researchers, academicians, practitioners, scholars, instructors, and students.

Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications

Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications
Title Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications PDF eBook
Author Queirós, Ricardo
Publisher IGI Global
Pages 395
Release 2023-08-14
Genre Education
ISBN 1668486571

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Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications is a timely and groundbreaking book that addresses the challenges of engaging the digital generations in the teaching-learning process, intensified by the pandemic. Written by Ricardo Queirós, a renowned researcher in e-learning interoperability and programming languages, the book offers a unique perspective on using micro and adaptive learning approaches to create immersive and personalized environments that cater to the learning styles and paces of diverse students. The book covers innovative trends, tools, and applications that enable educators to implement pedagogical practices that enhance the teaching-learning experience. It explores topics such as artificial intelligence in education, adaptive hypermedia, differentiated instruction, and micro-gamification design, providing readers with practical tools to create personalized and immersive learning environments. This book is a valuable resource for professors of any domain, practitioners, and students pursuing education, as well as research scholars looking to expand their understanding of e-learning and pedagogical innovation. It is a must-read for anyone interested in the future of education and how digital technologies can be leveraged to create engaging and immersive learning environments.