Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 2

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 2 PDF Author: Carol-Ann Lane
Publisher: Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
ISBN: 9781668449806
Category :
Languages : en
Pages : 716

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Book Description

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 2

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 2 PDF Author: Carol-Ann Lane
Publisher: Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
ISBN: 9781668449806
Category :
Languages : en
Pages : 716

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Book Description


Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 1

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 1 PDF Author: Carol-Ann Lane
Publisher: Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
ISBN: 9781668449790
Category :
Languages : en
Pages : 700

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Book Description


Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning PDF Author: Lane, Carol-Ann
Publisher: IGI Global
ISBN: 1799872734
Category : Language Arts & Disciplines
Languages : en
Pages : 958

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Book Description
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-based Learning

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-based Learning PDF Author: Carol-Ann Lane
Publisher:
ISBN:
Category : Reading
Languages : en
Pages :

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Book Description


Acquiring 21st Century Literacy Skills Through Game-based Learning

Acquiring 21st Century Literacy Skills Through Game-based Learning PDF Author: Carol-Ann Lane
Publisher:
ISBN: 9781799872726
Category : Reading
Languages : en
Pages :

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Book Description
"This book offers findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century, highlighting research in discovering new pedagogical boundaries by focusing on ways that youth learn from digital sources such as video games"--

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning PDF Author: Carol-Ann Lane
Publisher: Information Science Reference
ISBN: 9781799872719
Category :
Languages : en
Pages :

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Book Description
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Handbook of Game-Based Learning

Handbook of Game-Based Learning PDF Author: Jan L. Plass
Publisher: MIT Press
ISBN: 0262043386
Category : Education
Languages : en
Pages : 601

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Book Description
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

Game-based Learning in Action

Game-based Learning in Action PDF Author: Matthew Farber
Publisher: New Literacies and Digital Epistemologies
ISBN: 9781433144745
Category : Educational games
Languages : en
Pages : 0

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Book Description
Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.

Game-Based Learning

Game-Based Learning PDF Author: Youngkyun Baek
Publisher: Nova Science Publishers
ISBN: 9781536119008
Category : Educational games
Languages : en
Pages : 0

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Book Description
At a time when digital games are becoming much more commonly used in classrooms, this book provides a much-needed guide to different forms and applications of digital game-based learning. The book brings together researchers and practitioners from around the world who share their theories, strategies, findings of case studies, and practical approaches to support better performance and learning outcomes when learning with digital games. This book is intended to provide readers with three main parts of information. One is a clear and practical understanding of theory and research-based principles of game-based learning. This first section of the book includes fresh perspectives and an overview of existing and emerging theories in game-based learning, which are also presented in the form of case study findings and implications. The second section of this book gives readers the how to information needed to turn the understanding of intellectual grounding into effective practices of digital games for classroom use. The third part of this book also includes some practical approaches for evaluating different aspects of learning within the game-based learning context. This information about practical approaches is presented through chapters on achievements and performance outcomes. Game-Based Learning: Theory, Strategies, and Performance Outcomes synthesizes arguments, practices, and research findings on the effectiveness of different designs and approaches within game-based learning practices. But, a major message of this book is that the joint influence of implementation, context, and learner characteristics interacting with digital games is what determines learning and achievement outcomes. This book is intended for researchers, practitioners, designers, policy makers, and current and future teachers. The teacher/-educator will benefit from topics such as practical strategies to improve student performance, while researchers can use the findings from the case studies presented in this book as a foundation for future explorations and research studies.

Games-To-Teach or Games-To-Learn

Games-To-Teach or Games-To-Learn PDF Author: Yam San Chee
Publisher: Springer
ISBN: 9812875182
Category : Technology & Engineering
Languages : en
Pages : 199

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Book Description
The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.