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Aesthetics and Design for Game-based Learning

Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on: player positioning game mechanics narrative design environment design character design. Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning.

The purpose of this chapter is to discuss modes of inquiry into game-based
learning that present alternatives to science-based methods of inquiry:
connoisseurship and criticism. This chapter begins with a discussion of
connoisseurship. This section is followed by a discussion of educational criticism
for game-based learning. The chapter concludes with a short discussion of
qualitative criticism as a means of integrating arts-based and science-based
modes of inquiry. Connoisseurship ...

Developments in Current Game-Based Learning Design and Deployment

Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Getting Serious about Games Technologies for Learning Rebecca Petley LSN,
UK Guy Parker LSN, UK Jill Attewell LSN, UK ABSTRACT The Mobile
LearningNetwork currently in its third year, is a unique collaborative initiative
encouraging and enabling the introduction of mobile learning in English post-14
education. The programme, funded jointly by the Learning and Skills Council and
participating colleges and schools and supported by LSN has involved nearly
40,000 learners ...

Business game-based learning in management education

styles that emphasise some learning abilities over others. Through socialisation
experiences in the family, at school and at work, we come to resolve the conflicts
between being active and reflective and between being immediate and analytical
in characteristic ways, thus leading to reliance on one of the four basic forms of
gaining knowledge: divergence, achieved by reliance on apprehension
transformed by intention; assimilation, achieved by comprehension transformed
by intention; ...

Cases on Digital Game-Based Learning: Methods, Models, and Strategies

Methods, Models, and Strategies

In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

An Overview of Digital Game-Based Learning In recent years, there has been
increasing interest in the use of digital games, and in particular, computer games,
for learning, among teachers, researchers, policymakers, and other educational
practitioners. There are many examples of the effective use of computer games in
all stages of formal education, including work in primary schools and secondary
schools, as well as post-compulsory education. There are examples of their
effective ...

Assessment in Game-Based Learning

Foundations, Innovations, and Perspectives

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 is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.

v 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 virtual worlds or informal settings. Accordingly, aligning learning and
assessment is the core for creating a favorable and effective learning
environment. A favorable learning environment is one that is learner-centered,
knowledge-centered, and ...

Game-Based Learning

Challenges and Opportunities

This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.

CHAPTER FOUR ASSESSING EYE-TRACKING TECHNOLOGY FOR LEARNING
-STYLE DETECTION IN ADAPTIVE GAME-BASED LEARNING TRACEY
MEHIGAN AND IAN PITT Abstract Adaptive learning systems aim to tailor content
delivery to meet the specific needs of the individual learners. Tailoring content
delivery to suit individuals can result in increased motivation to learn and
consequently improved learning outcomes. There are a number of learning-style
and personality ...