Author: Fran Blumberg
Publisher: Oxford University Press, USA
ISBN: 019989664X
Category : Education
Languages : en
Pages : 386
Book Description
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.
Learning by Playing
Author: Fran Blumberg
Publisher: Oxford University Press, USA
ISBN: 019989664X
Category : Education
Languages : en
Pages : 386
Book Description
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.
Publisher: Oxford University Press, USA
ISBN: 019989664X
Category : Education
Languages : en
Pages : 386
Book Description
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.
Playful Learning
Author: Nicola Whitton
Publisher: Routledge
ISBN: 1351021850
Category : Education
Languages : en
Pages : 205
Book Description
Offering an innovative and dynamic approach to adult learning, Playful Learning explores the potential of play in adulthood with the goal of helping educators, corporate trainers and event designers incorporate play-based activities for adults into both educational and work settings. Through a comprehensive overview of the value of play in adulthood, this book responds to the growing popularity of playful events for adults in academic and business settings designed to promote higher levels of engagement. Drawing on the authors’ own decades of experience at the forefront of the field, this helpful reference incorporates strategies and techniques for bringing play into any learning design. Examples and case studies of successful playful design at conferences, training events, and in higher education illustrate what effective playful event design looks like in practice. With a multi-sector appeal that spans business, education and entertainment while bringing together practice and theory in an accessible manner, Playful Learning is a must-have resource for researchers, practitioners, managers and administrators alike.
Publisher: Routledge
ISBN: 1351021850
Category : Education
Languages : en
Pages : 205
Book Description
Offering an innovative and dynamic approach to adult learning, Playful Learning explores the potential of play in adulthood with the goal of helping educators, corporate trainers and event designers incorporate play-based activities for adults into both educational and work settings. Through a comprehensive overview of the value of play in adulthood, this book responds to the growing popularity of playful events for adults in academic and business settings designed to promote higher levels of engagement. Drawing on the authors’ own decades of experience at the forefront of the field, this helpful reference incorporates strategies and techniques for bringing play into any learning design. Examples and case studies of successful playful design at conferences, training events, and in higher education illustrate what effective playful event design looks like in practice. With a multi-sector appeal that spans business, education and entertainment while bringing together practice and theory in an accessible manner, Playful Learning is a must-have resource for researchers, practitioners, managers and administrators alike.
Research Anthology on Developments in Gamification and Game-Based Learning
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971
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.
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971
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.
Teach with Magic
Author: Kevin Roughton
Publisher: Theme Park Press
ISBN: 9781683903062
Category :
Languages : en
Pages : 216
Book Description
Learn from the Engagement Masters Education is a battle for attention. Whether you are a teacher trying to reach a classroom full of students or a parent trying to prepare your child for the world to come, getting our audience to just listen can be a real challenge. When students have access to personalized entertainment sitting in their pockets, anything that doesn't jump out and grab their attention right away is easily drowned out. But there is a place where even today all those modern distractions melt away--Disneyland. When you're there, you're not only in a different world, you're in Walt Disney's world. Whether you are Peter Pan flying over London in Fantasyland or a rebel fighter struggling against the First Order in Galaxy's Edge, you are 100% engaged. Sights, sounds and even smells ensure that your brain is locked into the experience. If we can bring those techniques into our teaching, we can create engaging experiences for our students, grab their attention, and boost their learning. You'll improve your teaching and create a place students want to visit. In this book we'll learn from the world's greatest engagement masters--the Disney Imagineers. Through narrative visits to attractions throughout Disneyland and Disney California Adventure, you'll experience a visit to the park as we share memories and see how the Imagineers make it all work. We'll be guided by Imagineering icon Marty Sklar's Mickey's 10 Commandments of Theme Park Design as we turn our classrooms into the most engaging places on Earth!
Publisher: Theme Park Press
ISBN: 9781683903062
Category :
Languages : en
Pages : 216
Book Description
Learn from the Engagement Masters Education is a battle for attention. Whether you are a teacher trying to reach a classroom full of students or a parent trying to prepare your child for the world to come, getting our audience to just listen can be a real challenge. When students have access to personalized entertainment sitting in their pockets, anything that doesn't jump out and grab their attention right away is easily drowned out. But there is a place where even today all those modern distractions melt away--Disneyland. When you're there, you're not only in a different world, you're in Walt Disney's world. Whether you are Peter Pan flying over London in Fantasyland or a rebel fighter struggling against the First Order in Galaxy's Edge, you are 100% engaged. Sights, sounds and even smells ensure that your brain is locked into the experience. If we can bring those techniques into our teaching, we can create engaging experiences for our students, grab their attention, and boost their learning. You'll improve your teaching and create a place students want to visit. In this book we'll learn from the world's greatest engagement masters--the Disney Imagineers. Through narrative visits to attractions throughout Disneyland and Disney California Adventure, you'll experience a visit to the park as we share memories and see how the Imagineers make it all work. We'll be guided by Imagineering icon Marty Sklar's Mickey's 10 Commandments of Theme Park Design as we turn our classrooms into the most engaging places on Earth!
Serious Educational Games
Author:
Publisher: BRILL
ISBN: 9087903812
Category : Education
Languages : en
Pages : 95
Book Description
Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes. This book presents a collection of work that bridges the theory behind Serious Educational games and cutting edge research coming from many aspects in the field. The authors all have experienced Serious Games in education in their research and/or through personal game play. While the literature base for educational games is growing at alarming rates, a theoretical framework by which future research will be conducted and practical examples of established work and work that continues to is the crux of this volume. This book is not all encompassing of the work being done with educational games but rather it provides lessons from the field in tangible projects. This book takes the reader through why Serious Games need to be used in K-12 education, the theory underlying why games work for teaching and learning, and how Serious Games are being used and researched.
Publisher: BRILL
ISBN: 9087903812
Category : Education
Languages : en
Pages : 95
Book Description
Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes. This book presents a collection of work that bridges the theory behind Serious Educational games and cutting edge research coming from many aspects in the field. The authors all have experienced Serious Games in education in their research and/or through personal game play. While the literature base for educational games is growing at alarming rates, a theoretical framework by which future research will be conducted and practical examples of established work and work that continues to is the crux of this volume. This book is not all encompassing of the work being done with educational games but rather it provides lessons from the field in tangible projects. This book takes the reader through why Serious Games need to be used in K-12 education, the theory underlying why games work for teaching and learning, and how Serious Games are being used and researched.
Grown and Flown
Author: Lisa Heffernan
Publisher: Flatiron Books
ISBN: 1250188954
Category : Family & Relationships
Languages : en
Pages : 291
Book Description
PARENTING NEVER ENDS. From the founders of the #1 site for parents of teens and young adults comes an essential guide for building strong relationships with your teens and preparing them to successfully launch into adulthood The high school and college years: an extended roller coaster of academics, friends, first loves, first break-ups, driver’s ed, jobs, and everything in between. Kids are constantly changing and how we parent them must change, too. But how do we stay close as a family as our lives move apart? Enter the co-founders of Grown and Flown, Lisa Heffernan and Mary Dell Harrington. In the midst of guiding their own kids through this transition, they launched what has become the largest website and online community for parents of fifteen to twenty-five year olds. Now they’ve compiled new takeaways and fresh insights from all that they’ve learned into this handy, must-have guide. Grown and Flown is a one-stop resource for parenting teenagers, leading up to—and through—high school and those first years of independence. It covers everything from the monumental (how to let your kids go) to the mundane (how to shop for a dorm room). Organized by topic—such as academics, anxiety and mental health, college life—it features a combination of stories, advice from professionals, and practical sidebars. Consider this your parenting lifeline: an easy-to-use manual that offers support and perspective. Grown and Flown is required reading for anyone looking to raise an adult with whom you have an enduring, profound connection.
Publisher: Flatiron Books
ISBN: 1250188954
Category : Family & Relationships
Languages : en
Pages : 291
Book Description
PARENTING NEVER ENDS. From the founders of the #1 site for parents of teens and young adults comes an essential guide for building strong relationships with your teens and preparing them to successfully launch into adulthood The high school and college years: an extended roller coaster of academics, friends, first loves, first break-ups, driver’s ed, jobs, and everything in between. Kids are constantly changing and how we parent them must change, too. But how do we stay close as a family as our lives move apart? Enter the co-founders of Grown and Flown, Lisa Heffernan and Mary Dell Harrington. In the midst of guiding their own kids through this transition, they launched what has become the largest website and online community for parents of fifteen to twenty-five year olds. Now they’ve compiled new takeaways and fresh insights from all that they’ve learned into this handy, must-have guide. Grown and Flown is a one-stop resource for parenting teenagers, leading up to—and through—high school and those first years of independence. It covers everything from the monumental (how to let your kids go) to the mundane (how to shop for a dorm room). Organized by topic—such as academics, anxiety and mental health, college life—it features a combination of stories, advice from professionals, and practical sidebars. Consider this your parenting lifeline: an easy-to-use manual that offers support and perspective. Grown and Flown is required reading for anyone looking to raise an adult with whom you have an enduring, profound connection.
Games and Education: Designs in and for Learning
Author:
Publisher: BRILL
ISBN: 9004388826
Category : Education
Languages : en
Pages : 238
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.
Publisher: BRILL
ISBN: 9004388826
Category : Education
Languages : en
Pages : 238
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.
Optimizing Higher Education Learning Through Activities and Assessments
Author: Inoue-Smith, Yukiko
Publisher: IGI Global
ISBN: 1799840379
Category : Education
Languages : en
Pages : 407
Book Description
The mission of higher education in the 21st century must focus on optimizing learning for all students. In a shift from prioritizing effective teaching to active learning, it is understood that computer-enhanced environments provide a variety of ways to reach a wide range of learners who have differing backgrounds, ages, learning needs, and expectations. Integrating technology into teaching assumes greater importance to improve the learning experience. Optimizing Higher Education Learning Through Activities and Assessments is a collection of innovative research that explores the link between effective course design and student engagement and optimizes learning and assessments in technology-enhanced environments and among diverse student populations. Its focus is on providing an understanding of the essential link between practices for effective “activities” and strategies for effective “assessments,” as well as providing examples of course designs aligned with assessments, positioning college educators both as leaders and followers in the cycle of lifelong learning. While highlighting a broad range of topics including collaborative teaching, active learning, and flipped classroom methods, this book is ideally designed for educators, curriculum developers, instructional designers, administrators, researchers, academicians, and students.
Publisher: IGI Global
ISBN: 1799840379
Category : Education
Languages : en
Pages : 407
Book Description
The mission of higher education in the 21st century must focus on optimizing learning for all students. In a shift from prioritizing effective teaching to active learning, it is understood that computer-enhanced environments provide a variety of ways to reach a wide range of learners who have differing backgrounds, ages, learning needs, and expectations. Integrating technology into teaching assumes greater importance to improve the learning experience. Optimizing Higher Education Learning Through Activities and Assessments is a collection of innovative research that explores the link between effective course design and student engagement and optimizes learning and assessments in technology-enhanced environments and among diverse student populations. Its focus is on providing an understanding of the essential link between practices for effective “activities” and strategies for effective “assessments,” as well as providing examples of course designs aligned with assessments, positioning college educators both as leaders and followers in the cycle of lifelong learning. While highlighting a broad range of topics including collaborative teaching, active learning, and flipped classroom methods, this book is ideally designed for educators, curriculum developers, instructional designers, administrators, researchers, academicians, and students.
Leisure and Human Development
Author: Douglas A. Kleiber
Publisher:
ISBN: 9781571678058
Category : Developmental psychology
Languages : en
Pages : 372
Book Description
This is an examination of the link between human development and behavior in a context, leisure, that has been described as encompassing one third of people's time. This text examines human development as it affects and is affected by leisure -- what people do when they are relatively free to choose their behaviors. Douglas Kleiber and Francis McGuire, two highly respected academics, developed this book around age-based periods of life. The authors assert that leisure relates to human development in three fundamental ways: human development influences leisure behaviour, leisure behaviors influence development, leisure plays a role in moderating the effects of life events. In developing these themes, the authors have invited highly qualified academics to draw on their expertise in fleshing them out, not only by age and life stage but also by activity themes that carry across the life cycle. The book approaches the topic of leisure across the lifespan from a developmental perspective: the orderly, patterned, enduring trajectory of life. A central idea of this book is that both theories for developmental psychology and research findings can lead to practical application -- the so what question is addressed throughout the book. Thus, even though it is a book bounded by developmental theory, it is immediately useful for the student (or anyone else) seeking to understand leisure in everyday life across the lifespan. The authors of these chapters imply, both directly and indirectly, that leisure can be and is identity producing. This is an important book, edited and written by leading authors in the field. It will find a lasting readership among all those interested in understanding and improving human development.
Publisher:
ISBN: 9781571678058
Category : Developmental psychology
Languages : en
Pages : 372
Book Description
This is an examination of the link between human development and behavior in a context, leisure, that has been described as encompassing one third of people's time. This text examines human development as it affects and is affected by leisure -- what people do when they are relatively free to choose their behaviors. Douglas Kleiber and Francis McGuire, two highly respected academics, developed this book around age-based periods of life. The authors assert that leisure relates to human development in three fundamental ways: human development influences leisure behaviour, leisure behaviors influence development, leisure plays a role in moderating the effects of life events. In developing these themes, the authors have invited highly qualified academics to draw on their expertise in fleshing them out, not only by age and life stage but also by activity themes that carry across the life cycle. The book approaches the topic of leisure across the lifespan from a developmental perspective: the orderly, patterned, enduring trajectory of life. A central idea of this book is that both theories for developmental psychology and research findings can lead to practical application -- the so what question is addressed throughout the book. Thus, even though it is a book bounded by developmental theory, it is immediately useful for the student (or anyone else) seeking to understand leisure in everyday life across the lifespan. The authors of these chapters imply, both directly and indirectly, that leisure can be and is identity producing. This is an important book, edited and written by leading authors in the field. It will find a lasting readership among all those interested in understanding and improving human development.
Exploring Learning & Teaching in Higher Education
Author: Mang Li
Publisher: Springer
ISBN: 3642553524
Category : Education
Languages : en
Pages : 413
Book Description
The focus of this book is on exploring effective strategies in higher education that promote meaningful learning and go beyond discipline boundaries, with a special emphasis on Subjectivity Learning, Refreshing Lecturing, Learning through Construction, Learning through Transaction, Transformative Learning, Using Technology, and Assessment for Learning and Teaching in particular. The research collected in this book is all based on empirical studies and includes research methods and findings that will be of great interest to teachers and researchers in the area of higher education. The main benefit readers will derive from this book is a meaningful insight into what other teachers around the world are doing in higher education and what lessons they have learned, which will support them in their own teaching.
Publisher: Springer
ISBN: 3642553524
Category : Education
Languages : en
Pages : 413
Book Description
The focus of this book is on exploring effective strategies in higher education that promote meaningful learning and go beyond discipline boundaries, with a special emphasis on Subjectivity Learning, Refreshing Lecturing, Learning through Construction, Learning through Transaction, Transformative Learning, Using Technology, and Assessment for Learning and Teaching in particular. The research collected in this book is all based on empirical studies and includes research methods and findings that will be of great interest to teachers and researchers in the area of higher education. The main benefit readers will derive from this book is a meaningful insight into what other teachers around the world are doing in higher education and what lessons they have learned, which will support them in their own teaching.