G.A.M.E. Games Autonomy Motivation & Education

G.A.M.E. Games Autonomy Motivation & Education PDF Author: Menno Deen
Publisher: Lulu.com
ISBN: 9038637764
Category : Games & Activities
Languages : en
Pages : 268

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Book Description
This thesis reviews and utilizes concepts from cognitive psychology, developmental psychology and game design to bring forth a number of design principles for educational games that may improve students' motivation to learn. Its main contribution is a novel approach to serious game design, namely envisioning play and learning as a restructuring practice. This change of perspective, from a formal game design approach (focused on rules and regulations) towards a more activity-centered approach (focused on process and style), may help designers to leverage the motivational potential of games, in order to make education more engaging to students.

G.A.M.E. Games Autonomy Motivation & Education

G.A.M.E. Games Autonomy Motivation & Education PDF Author: Menno Deen
Publisher: Lulu.com
ISBN: 9038637764
Category : Games & Activities
Languages : en
Pages : 268

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Book Description
This thesis reviews and utilizes concepts from cognitive psychology, developmental psychology and game design to bring forth a number of design principles for educational games that may improve students' motivation to learn. Its main contribution is a novel approach to serious game design, namely envisioning play and learning as a restructuring practice. This change of perspective, from a formal game design approach (focused on rules and regulations) towards a more activity-centered approach (focused on process and style), may help designers to leverage the motivational potential of games, in order to make education more engaging to students.

Gamification in Learning and Education

Gamification in Learning and Education PDF Author: Sangkyun Kim
Publisher: Springer
ISBN: 3319472836
Category : Education
Languages : en
Pages : 164

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Book Description
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Game Thinking

Game Thinking PDF Author: Amy Jo Kim
Publisher: Gamethinking.IO
ISBN: 9780999788547
Category : Games
Languages : en
Pages : 214

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Book Description
During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.

Game-Based Assessment Revisited

Game-Based Assessment Revisited PDF Author: Dirk Ifenthaler
Publisher: Springer Nature
ISBN: 3030155692
Category : Education
Languages : en
Pages : 361

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Book Description
The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.

Differences in Motivation and Game Scores Between Middle School Students Completing Digital Game-based Learning Tasks with and Without Supports of Autonomy and Structure

Differences in Motivation and Game Scores Between Middle School Students Completing Digital Game-based Learning Tasks with and Without Supports of Autonomy and Structure PDF Author: Joseph Harmon
Publisher:
ISBN:
Category : Active learning
Languages : en
Pages : 183

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Book Description
The purpose of this study was to determine the effect of autonomy and structure support on intrinsic motivation (IM), the facilitators of IM, and game scores during digital game-based learning (DGBL) tasks. The sample included 222 students in sixth, seventh, and eighth grade classrooms. Three instruments from the Intrinsic Motivation Inventory (IMI) were utilized during the study: (a) Perceived Choice; (b) Perceived Competence; and (c) Interest/Enjoyment. A quasi-experimental static-group comparison model research design was used to test the differences in perceived autonomy, perceived competence, interest/enjoyment, and game scores between four groups of middle school students completing online learning games in their social studies classes. One-way analyses of variance (ANOVA) were used to measure the difference in means of the three subscales on the IMI between the groups, and the difference in means in average overall game scores. The IMI was delivered via Google Forms and game scores were collected from the gaming website. The results of the study revealed that facilitators of IM are affected by teacher support prior to completing DGBL tasks, which in turn influences students overall interest and enjoyment. Teacher support or non-support, however, had no effect on game-scores. Upon analysis of the data, the researcher rejected the null hypotheses that there is no statistical difference in perceived choice, perceived competence, and interest/enjoyment between groups receiving varying supports or non-supports from their teachers prior to gameplay. However, the researcher failed to reject the null hypothesis that there is no statistical difference in game-scores amongst these same groups. Further research is needed to determine the ways in which motivation and achievement is fulfilled within the DGBL environment.

Gamer Psychology and Behavior

Gamer Psychology and Behavior PDF Author: Barbaros Bostan
Publisher: Springer
ISBN: 3319299042
Category : Computers
Languages : en
Pages : 161

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Book Description
This book provides an introduction and overview of the increasingly important topic of gamer psychology and behavior by presenting a range of theoretic perspectives and empirical evidence casting new light on understanding gamer behavior and designing interactive gaming experiences that maximize fun. This book aims to provide a snapshot on research approaches/advances in player psychology and behavior, discuss issues, solutions, challenges, and needs for player behavior research, and report gameplay experience and lessons as well as industry case studies from both social sciences and engineering perspectives. The nine chapters in this book, which are divided into three sections: Neuro-Psychology and Gaming; Player Behavior and Gameplay; Player Psychology and Motivations, do not represent all the topics in the psychology of gaming, however, they include a variety of topics in this field: the effects of violent video games on cognitive processes, the reward systems in the human brain and the concept of 'fun', goal-directed player behavior and game choices, psychological player profiling techniques, game design requirements and player psychology, motivational gamer profiles, and many more. This book is suitable for students and professionals with different disciplinary backgrounds such as computer science, design, software engineering, psychology, interactive media, and information systems. Students will be interested in the theory of gamer psychology and its impact on game design. Professionals will be interested in the fundamentals of gamer behavior and how interactive virtual environments can improve user experience.

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study PDF Author: Baek, Young Kyun
Publisher: IGI Global
ISBN: 1615207147
Category : Computers
Languages : en
Pages : 358

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Book Description
As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

Identity, Motivation and Autonomy in Language Learning

Identity, Motivation and Autonomy in Language Learning PDF Author: Garold Murray
Publisher: Multilingual Matters
ISBN: 1847694985
Category : Language Arts & Disciplines
Languages : en
Pages : 277

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Book Description
In this volume researchers from Asia, Europe, the Middle East and North and South America employ a variety of theoretical perspectives and methodological approaches in their exploration of the links between identity, motivation, and autonomy in language learning. On a conceptual level the authors explore issues related to agency, metacognition, imagination, beliefs, and self. The book also addresses practice in classroom, self-access, and distance education contexts, considering topics such as teachers’ views on motivation, plurilingual learning, sustaining motivation in distance education, pop culture and gaming, study abroad, and the role of agency and identity in the motivation of pre-service teachers. The book concludes with a discussion of how an approach which sees identity, motivation, and autonomy as interrelated constructs has the potential to inform theory, practice and future research directions in the field of language teaching and learning.

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches PDF Author: Felicia, Patrick
Publisher: IGI Global
ISBN: 1609604962
Category : Education
Languages : en
Pages : 1462

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Book Description
"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

What You Need to Know about Motivation and Teaching Games: An in-depth analysis

What You Need to Know about Motivation and Teaching Games: An in-depth analysis PDF Author: Steven Ward
Publisher: Lulu.com
ISBN: 0557026482
Category : Autistic children
Languages : en
Pages : 209

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Book Description