Author: Marzullo, Fabio Perez
Publisher: IGI Global
ISBN: 1799850226
Category : Education
Languages : en
Pages : 252
Book Description
The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.
Practical Perspectives on Educational Theory and Game Development
Author: Marzullo, Fabio Perez
Publisher: IGI Global
ISBN: 1799850226
Category : Education
Languages : en
Pages : 252
Book Description
The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.
Publisher: IGI Global
ISBN: 1799850226
Category : Education
Languages : en
Pages : 252
Book Description
The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.
Design and Implementation of Educational Games: Theoretical and Practical Perspectives
Author: Zemliansky, Pavel
Publisher: IGI Global
ISBN: 1615207821
Category : Medical
Languages : en
Pages : 540
Book Description
"This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.
Publisher: IGI Global
ISBN: 1615207821
Category : Medical
Languages : en
Pages : 540
Book Description
"This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.
Handbook of Research on Future Opportunities for Technology Management Education
Author: Khan, Basheer Ahmed
Publisher: IGI Global
ISBN: 1799883299
Category : Education
Languages : en
Pages : 533
Book Description
Technology management education and business education are visibly intertwined in the current educational system. Certain efforts that have taken place in the recent past are the interinstitutional discourse around the world. Technology management is a dynamic and evolving profession, driven by changes in technology, globalization, sustainability, and the increasing importance of the service economy. The Handbook of Research on Future Opportunities for Technology Management Education is a comprehensive reference book that enables readers to comprehend the trends in technological changes and the need to orient business education and technology management in workplaces. The book serves to support with the formation and implementation of appropriate policies for technology management. Covering topics such as big data analytics, cloud computing adoption, and massive open online courses (MOOCs), this text is an essential resource for managers, technologists, teachers, executives, instructional designers, libraries, university researchers, students, faculty, and industry taught leaders.
Publisher: IGI Global
ISBN: 1799883299
Category : Education
Languages : en
Pages : 533
Book Description
Technology management education and business education are visibly intertwined in the current educational system. Certain efforts that have taken place in the recent past are the interinstitutional discourse around the world. Technology management is a dynamic and evolving profession, driven by changes in technology, globalization, sustainability, and the increasing importance of the service economy. The Handbook of Research on Future Opportunities for Technology Management Education is a comprehensive reference book that enables readers to comprehend the trends in technological changes and the need to orient business education and technology management in workplaces. The book serves to support with the formation and implementation of appropriate policies for technology management. Covering topics such as big data analytics, cloud computing adoption, and massive open online courses (MOOCs), this text is an essential resource for managers, technologists, teachers, executives, instructional designers, libraries, university researchers, students, faculty, and industry taught leaders.
Practical Peer-to-Peer Teaching and Learning on the Social Web
Author: Hai-Jew, Shalin
Publisher: IGI Global
ISBN: 1799864987
Category : Education
Languages : en
Pages : 497
Book Description
On the Social Web, people share their enthusiasms and expertise on almost every topic, and based on this, learners can find resources created by individuals with varying expertise. Through this trend and the wide availability of video cameras and authoring tools, people are creating DIY resources and sharing their knowledge, skills, and abilities broadly. While these resources are increasing in availability, what has not been explored is the effectiveness of these resources, peer-to-peer teaching and learning, and how well this content prepares learners for professional roles. Practical Peer-to-Peer Teaching and Learning on the Social Web explores the efficacies of online teaching and learning with materials by peers and provides insights into what is made available for teaching and learning by the broad public. It also considers intended and unintended outcomes of open-shared learning online and discusses practical ethics in teaching and learning online. Covering topics such as learner roles and instructional design, it is ideal for teachers, instructional designers and developers, software developers, user interface designers, researchers, academicians, and students.
Publisher: IGI Global
ISBN: 1799864987
Category : Education
Languages : en
Pages : 497
Book Description
On the Social Web, people share their enthusiasms and expertise on almost every topic, and based on this, learners can find resources created by individuals with varying expertise. Through this trend and the wide availability of video cameras and authoring tools, people are creating DIY resources and sharing their knowledge, skills, and abilities broadly. While these resources are increasing in availability, what has not been explored is the effectiveness of these resources, peer-to-peer teaching and learning, and how well this content prepares learners for professional roles. Practical Peer-to-Peer Teaching and Learning on the Social Web explores the efficacies of online teaching and learning with materials by peers and provides insights into what is made available for teaching and learning by the broad public. It also considers intended and unintended outcomes of open-shared learning online and discusses practical ethics in teaching and learning online. Covering topics such as learner roles and instructional design, it is ideal for teachers, instructional designers and developers, software developers, user interface designers, researchers, academicians, and students.
Research Anthology on Game Design, Development, Usage, and Social Impact
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668475901
Category : Computers
Languages : en
Pages : 2034
Book Description
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.
Publisher: IGI Global
ISBN: 1668475901
Category : Computers
Languages : en
Pages : 2034
Book Description
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.
Proceedings of the 2nd International Conference on Education, Language and Art (ICELA 2022)
Author: Loo Fung Ying
Publisher: Springer Nature
ISBN: 2384760041
Category : Education
Languages : en
Pages : 1083
Book Description
This is an open access book. The 2nd International Conference on Education, Language and Art (ICELA 2022) was held in Sanya, China on Nov. 25–27, 2022.The aim of ICELA 2022 is to bring together innovative academics and industrial experts in the field of "Education", "Language" and other research areas. The primary goal of the conference is to promote scientific information interchange between researchers, developers, students, and practitioners working all around the world. The conference will be held every year to make it an ideal platform for people to share views and experiences. We warmly invite you to participate in ICELA 2022 and look forward to seeing you in Sanya, China.
Publisher: Springer Nature
ISBN: 2384760041
Category : Education
Languages : en
Pages : 1083
Book Description
This is an open access book. The 2nd International Conference on Education, Language and Art (ICELA 2022) was held in Sanya, China on Nov. 25–27, 2022.The aim of ICELA 2022 is to bring together innovative academics and industrial experts in the field of "Education", "Language" and other research areas. The primary goal of the conference is to promote scientific information interchange between researchers, developers, students, and practitioners working all around the world. The conference will be held every year to make it an ideal platform for people to share views and experiences. We warmly invite you to participate in ICELA 2022 and look forward to seeing you in Sanya, China.
Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations
Author: Bernardes, Oscar
Publisher: IGI Global
ISBN: 1799892255
Category : Computers
Languages : en
Pages : 657
Book Description
Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.
Publisher: IGI Global
ISBN: 1799892255
Category : Computers
Languages : en
Pages : 657
Book Description
Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.
Education 3.0 and eLearning Across Modalities
Author: Borden, Jeff D.
Publisher: IGI Global
ISBN: 1799880346
Category : Education
Languages : en
Pages : 400
Book Description
For many years, there has been a quest to discover the best teaching and learning methods in order to strengthen the classroom and the mind. Researchers now know more than ever before about the brain's impact on learning, historical triggers that lead to deep learning, and how to scale education with technology. Yet much of what is known is under-utilized in the classrooms of today, if leveraged at all. Education 3.0 and eLearning Across Modalities showcases effective practices based on innovative initiatives, research, and practitioner experiences from the past two decades. The effective practices of multi-modal learning, which are well known to practitioners but largely unknown to the general academic, are explained in detail while making each technique approachable and attainable regardless of institution, size, or modality. Covering topics such as distance learning, modern learning technologies, and learning innovation, this book is essential for teachers, educational software developers, IT consultants, instructional designers, curriculum developers, graduate students, undergraduate students, academicians, administrators, higher education faculty, and researchers.
Publisher: IGI Global
ISBN: 1799880346
Category : Education
Languages : en
Pages : 400
Book Description
For many years, there has been a quest to discover the best teaching and learning methods in order to strengthen the classroom and the mind. Researchers now know more than ever before about the brain's impact on learning, historical triggers that lead to deep learning, and how to scale education with technology. Yet much of what is known is under-utilized in the classrooms of today, if leveraged at all. Education 3.0 and eLearning Across Modalities showcases effective practices based on innovative initiatives, research, and practitioner experiences from the past two decades. The effective practices of multi-modal learning, which are well known to practitioners but largely unknown to the general academic, are explained in detail while making each technique approachable and attainable regardless of institution, size, or modality. Covering topics such as distance learning, modern learning technologies, and learning innovation, this book is essential for teachers, educational software developers, IT consultants, instructional designers, curriculum developers, graduate students, undergraduate students, academicians, administrators, higher education faculty, and researchers.
Business Planning for Games
Author: Christopher Buckingham
Publisher: CRC Press
ISBN: 1003804675
Category : Computers
Languages : en
Pages : 176
Book Description
This is a practical guide to help budding entrepreneurs think about various planning aspects of their proposed games business, with a view to growing their businesses and becoming more successful. This book includes customary business plan headings and worksheets where the reader can record their thoughts as they start to articulate the vision behind their game. This is a fresh pedagogical approach to an established method of teaching entrepreneurship that uses a series of worksheets for readers to dip in and out as their needs require. Designed to help nourish an understanding and appetite for doing more than just creating a product, it will help develop an understanding of the business process with sound ideas and inspirational worksheets. This book will be of great interest to all students learning about the business of games, as well as budding entrepreneurs looking for guidance on how to begin planning their own games business.
Publisher: CRC Press
ISBN: 1003804675
Category : Computers
Languages : en
Pages : 176
Book Description
This is a practical guide to help budding entrepreneurs think about various planning aspects of their proposed games business, with a view to growing their businesses and becoming more successful. This book includes customary business plan headings and worksheets where the reader can record their thoughts as they start to articulate the vision behind their game. This is a fresh pedagogical approach to an established method of teaching entrepreneurship that uses a series of worksheets for readers to dip in and out as their needs require. Designed to help nourish an understanding and appetite for doing more than just creating a product, it will help develop an understanding of the business process with sound ideas and inspirational worksheets. This book will be of great interest to all students learning about the business of games, as well as budding entrepreneurs looking for guidance on how to begin planning their own games business.
Cases on Technologies in Education From Classroom 2.0 to Society 5.0
Author: Bishop, Jonathan
Publisher: IGI Global
ISBN: 179986880X
Category : Education
Languages : en
Pages : 294
Book Description
As the use of technology spreads throughout communities, it is a natural progression that those resources will be given to classrooms. In order to provide the best education possible, all resources must be used. Learning, however, is not only done within the classroom; community learning (such as Society 4.0 and Society 5.0) involves remote learning and learning in the community. Cases on Technologies in Education From Classroom 2.0 to Society 5.0 presents case studies on the best practices from practitioners using future technologies for education beyond the classroom. The content within the book specifically includes Classroom 2.0 (networking of education institutions and learners), School 3.0 (situated learning in community venues beyond the classroom), Society 4.0 (sharing education practice and delivering learning remotely), and Society 5.0 (ubiquitous education in smart cities, towns, and villages). Covering topics such as cross-community education, ed-tech, and innovation paths, this book is an in-depth reference for administrators, schools, colleges, and universities looking to embed technology into the way they deliver education, as well as educational software developers, IT consultants, researchers, students, academicians, and teachers looking to enhance the way they educate their learners through technology.
Publisher: IGI Global
ISBN: 179986880X
Category : Education
Languages : en
Pages : 294
Book Description
As the use of technology spreads throughout communities, it is a natural progression that those resources will be given to classrooms. In order to provide the best education possible, all resources must be used. Learning, however, is not only done within the classroom; community learning (such as Society 4.0 and Society 5.0) involves remote learning and learning in the community. Cases on Technologies in Education From Classroom 2.0 to Society 5.0 presents case studies on the best practices from practitioners using future technologies for education beyond the classroom. The content within the book specifically includes Classroom 2.0 (networking of education institutions and learners), School 3.0 (situated learning in community venues beyond the classroom), Society 4.0 (sharing education practice and delivering learning remotely), and Society 5.0 (ubiquitous education in smart cities, towns, and villages). Covering topics such as cross-community education, ed-tech, and innovation paths, this book is an in-depth reference for administrators, schools, colleges, and universities looking to embed technology into the way they deliver education, as well as educational software developers, IT consultants, researchers, students, academicians, and teachers looking to enhance the way they educate their learners through technology.