Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971

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Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971

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Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 4

Research Anthology on Developments in Gamification and Game-Based Learning, VOL 4 PDF Author: INFORMATION RESOURCES MANAGEMENT ASSOCIATION.
Publisher: Research Anthology on Developments in Gamification and Game-Based Learning
ISBN: 9781668446652
Category :
Languages : en
Pages : 544

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Book Description


Research Anthology on Early Childhood Development and School Transition in the Digital Era

Research Anthology on Early Childhood Development and School Transition in the Digital Era PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668474697
Category : Education
Languages : en
Pages : 1144

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Book Description
In today’s digital world, it is critical to ensure technology is utilized appropriately and best practices for adoption are continuously updated, particularly when it comes to education. New technologies provide myriad opportunities for improvement within early childhood development; however, further study is required to fully understand the different tactics and strategies. The Research Anthology on Early Childhood Development and School Transition in the Digital Era considers how technology can assist with the development of young children and identifies different technologies that should be utilized within education for the benefit of students. Covering key topics such as instructional design, learning, literacy, and technology, this major reference work is ideal for administrators, principals, researchers, scholars, practitioners, academicians, instructors, and students.

Proceedings of the 17th European Conference on Game-Based Learning

Proceedings of the 17th European Conference on Game-Based Learning PDF Author: Ton Spil
Publisher: Academic Conferences and publishing limited
ISBN: 1914587898
Category : Education
Languages : en
Pages : 950

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Book Description
These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

Proceedings of the 8th International Conference on Communication and Media 2022 (i-COME 22)

Proceedings of the 8th International Conference on Communication and Media 2022 (i-COME 22) PDF Author: Adibah Ismail
Publisher: Springer Nature
ISBN: 238476098X
Category : Social Science
Languages : en
Pages : 571

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Book Description
This is an open access book.We would like to welcome you to the official website of the 8th International Conference on Communication and Media 2022 (i-COME’22). This biennial event is organized by the Department of Communication, School of Multimedia Technology and Communication, Universiti Utara Malaysia and will be held on 1 – 3 October 2022, virtually. The conference provides an opportunity to researchers, practitioners and students to interact and share their experience and knowledge in communication and media. I-COME’22 provides an excellent international platform for knowledge sharing in the areas of communication and media, as well as providing an ideal environment for new collaborations and meeting scholars and experts in the areas of communication and media. I-COME’22 welcomes participants from all over the world who are interested in communication and media, especially how globalization and current situation affects the future landscape of the fields. The aim of the conference is to provide platform for scholars, researchers and practitioners from both academia and industry to meet and share the advanced development and changes in both areas. The conference also hopes to discuss the innovative discovery of research level and promote international scientific cooperation and exchange of ideas among researchers and practitioners. Our conference relies on a wide range of challenges and issues in the fields of communication and media which will be presented through keynote addresses, plenary sessions, presentations by distinguished scholars and practitioners, and doctoral colloquium which is specially designed for post graduate students to share their experiences. The highlight of the conference will be the award presentation during the closing ceremony which will be given as recognition to the outstanding work of the selected researchers.

Research Anthology on Game Design, Development, Usage, and Social Impact

Research Anthology on Game Design, Development, Usage, and Social Impact PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668475901
Category : Computers
Languages : en
Pages : 2034

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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.

Games and Education: Designs in and for Learning

Games and Education: Designs in and for Learning PDF Author:
Publisher: BRILL
ISBN: 9004388826
Category : Education
Languages : en
Pages : 238

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Book Description
We live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.

Research Anthology on Bilingual and Multilingual Education

Research Anthology on Bilingual and Multilingual Education PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668436914
Category : Education
Languages : en
Pages : 1656

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Book Description
Given the boost in global immigration and migration, as well as the emphasis on creating inclusive classrooms, research is turning to the challenges that teachers face with the increasing need for bilingual and multilingual education. The benefits of bilingual education are widespread, allowing students to develop important cognitive skills such as critical thinking and problem solving as well as opening further career opportunities later in life. However, very few resources are available for the successful practice and implementation of this education into the curriculum, with an even greater lack of appropriate cultural representation in the classroom. Thus, it is essential for educators to remain knowledgeable on the emerging strategies and procedures available for making bilingual and multilingual education successful. The Research Anthology on Bilingual and Multilingual Education is a comprehensive reference source on bilingual and multilingual education that offers the latest insights on education strategy and considerations on the language learners themselves. This research anthology features a diverse collection of authors, offering valuable global perspectives on multilingual education. Covering topics such as gamification, learning processes, and teaching models, this anthology serves as an essential resource for professors, teachers, pre-service teachers, faculty of K-12 and higher education, government officials, policymakers, researchers, and academicians with an interest in key strategy and understanding of bilingual and multilingual education.

ECGBL2014-8th European Conference on Games Based Learning

ECGBL2014-8th European Conference on Games Based Learning PDF Author: Carsten Busch
Publisher: Academic Conferences and Publishing International
ISBN: 1910309559
Category :
Languages : en
Pages : 456

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Book Description


Sustainable Blended Learning in STEM Education for Students with Additional Needs

Sustainable Blended Learning in STEM Education for Students with Additional Needs PDF Author: Neelu Jyothi Ahuja
Publisher: Springer Nature
ISBN: 9819934974
Category : Science
Languages : en
Pages : 353

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Book Description
This book comprehensively covers sustainable blended learning approach in each of the STEM (science, technology, engineering and mathematics) disciplines. The book also includes the compilation of detailed concepts of blended learning ranging from definition, need, features, models, advantages and disadvantages and comparisons with traditional face-to-face learning. Sustainable blended learning in K-12 education has an immense role as foundation to learning for students in their early education. Fostering creativity and inculcating problem solving and critical thinking skills are the integral aspect of STEM education, which encourages students to pursue them to for their future careers. This book presents recent practices taken by experts at various levels to promote education in STEM. Furthermore, impact over teacher–student relationships is analyzed. Lastly, sustainable frameworks, strategies and implementation to incorporate students with additional needs are explored.