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Worth A Thousand Words

Learning by Playing. Game-based Education System Design and Development PDF Author: Maiga Chang
Publisher: Springer Science & Business Media
ISBN: 3642033636
Category : Education
Languages : en
Pages : 579

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Book Description
With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.

Learning by Playing. Game-based Education System Design and Development

Learning by Playing. Game-based Education System Design and Development PDF Author: Maiga Chang
Publisher: Springer Science & Business Media
ISBN: 3642033636
Category : Education
Languages : en
Pages : 579

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Book Description
With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.

ECGBL 2019 13th European Conference on Game-Based Learning

ECGBL 2019 13th European Conference on Game-Based Learning PDF Author: Lars Elbæk
Publisher: Academic Conferences and publishing limited
ISBN: 1912764377
Category : Education
Languages : en
Pages :

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Book Description


Proceedings of IAC-TLEl 2017

Proceedings of IAC-TLEl 2017 PDF Author: group of authors
Publisher: Czech Institute of Academic Education z.s.
ISBN: 8088203007
Category : Education
Languages : en
Pages : 122

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Book Description
International Academic Conference on Teaching, Learning and E-learning in Budapest, Hungary 2017 (IAC-TLEl 2017), Friday - Saturday, April 14 - 15, 2017

Making School a Game Worth Playing

Making School a Game Worth Playing PDF Author: Ryan Schaaf
Publisher: Corwin Press
ISBN: 1483320081
Category : Education
Languages : en
Pages : 160

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Book Description
Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!

Playful Teaching, Learning Games:New Tool for Digital Classrooms

Playful Teaching, Learning Games:New Tool for Digital Classrooms PDF Author: Myint Swe Khine
Publisher: Springer Science & Business Media
ISBN: 9460914608
Category : Education
Languages : en
Pages : 133

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Book Description
Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.

CAD/CAM Abstracts

CAD/CAM Abstracts PDF Author:
Publisher:
ISBN:
Category : CAD/CAM systems
Languages : en
Pages :

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Book Description


Current Index to Journals in Education

Current Index to Journals in Education PDF Author:
Publisher:
ISBN:
Category : Education
Languages : en
Pages :

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Book Description


Interdisciplinary Design of Game-based Learning Platforms

Interdisciplinary Design of Game-based Learning Platforms PDF Author: Fengfeng Ke
Publisher: Springer
ISBN: 9783030043384
Category : Education
Languages : en
Pages : 158

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Book Description
This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.

A Framework of Gameplay for the Pedagogical Design of Educational Games

A Framework of Gameplay for the Pedagogical Design of Educational Games PDF Author: Michael Shaun O''''Dea
Publisher:
ISBN:
Category :
Languages : en
Pages : 472

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Book Description
This research project was a case study investigating the notion of gameplay and the design of an educational game to teach the 051 (Open Systems Interconnect) model within a blended learning course on Computer networking to university students. The aim of the research was to investigate the use of gameplay to guide the design of educational games. A framework that defined the elements of gameplay and their relationships was developed and was used in conjunction with a model, also developed as part of the research, to map the elements of gameplay against pedagogic functions to create a contextually appropriate educational computer game. The 051 model is the major conceptual framework within the computer networking subject, which describes the computer networking process, the elements of that process and the relationship between those elements. The author is a lecturer in computer networking and had noticed over many years of teaching that some students had difficulties in using the 051 model as a conceptual framework to assist their understanding of the subject, despite its prominence and the frequency of its use within the teaching of the subject. Research suggested that problems arose from a failure to link procedural and conceptual knowledge involved in 051. One of the proposed solutions for these difficulties is to use problem solving to create a problem space that helps learners make the linkages between the two knowledge types. Games have been shown to be effective in providing problem spaces for problem solving exercises. One of the current issues highlighted by research is the contextual mismatches in the use of games within the teaching and learning models in which they are employed. The research resulted in the development of a framework of gameplay where gameplay is the term used to describe the components of a game which influence and enable the playing experience within the game. Further research into the theories and guidelines on integrating teaching elements (e.g. games) appropriately into pedagogy resulted in the development of a model to guide such integration. This was then cross referenced against the gameplay model itself to give a mapping for the blended integration of games into the pedagogical context. Using these models, an 051 role playing game was designed and implemented using the TEs: Morrowind Game Toolkit. The game consisted of a series of quests that corresponded to the layers that comprise the 051 model and success depended on the player's ability to know how to reconstruct the elements of a computer network and on their knowledge ofthe 051 model and computer networking. The case study used a grounded theory methodology and examined the effects of the application of the gameplay framework on the learning processes of the players and their perceptions of those processes in relation to the 051 model. The research findings suggest that the narrative component of gameplay has a significant role to play both in learning how to play the game and in the learning of its content. The data also suggested that the character personalisation of the game and its development was important, in combination with the narrative, to the epistemic framing of learning that takes place when playing the game.

Gaming and Cognition: Theories and Practice from the Learning Sciences

Gaming and Cognition: Theories and Practice from the Learning Sciences PDF Author: Van Eck, Richard
Publisher: IGI Global
ISBN: 161520718X
Category : Computers
Languages : en
Pages : 405

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Book Description
"This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.