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Academic Listening : Listen To Catch Sense of The Conversations and Talks

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

Digital Role Playing as a Motivator of Study

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.

Price and Moore suggest a new theoretical approach based on situated learning,
the experiential learning cycle of Kolb, and the ARCS model of Keller in “The
Design and Development of Educational Immersive Environments: From Theory
to Classroom Deployment.” Third section of this section opens with McNamara,
Jackson, and Graesser introducing “Intelligent Tutoring and Games (ITaG).” Their
point of view is that game-based learning improves students' motivation with the ...

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 ...

Handbook of Design Research Methods in Education

Innovations in Science, Technology, Engineering, and Mathematics Learning and Teaching

This Handbook presents the latest thinking and current examples of design research in education. Design-based research involves introducing innovations into real-world practices (as opposed to constrained laboratory contexts) and examining the impact of those designs on the learning process. Designed prototype applications (e.g., instructional methods, software or materials) and the research findings are then cycled back into the next iteration of the design innovation in order to build evidence of the particular theories being researched, and to positively impact practice and the diffusion of the innovation. The Handbook of Design Research Methods in Education-- the defining book for the field -- fills a need in how to conduct design research by those doing so right now. The chapters represent a broad array of interpretations and examples of how today’s design researchers conceptualize this emergent methodology across areas as diverse as educational leadership, diffusion of innovations, complexity theory, and curriculum research. This volume is designed as a guide for doctoral students, early career researchers and cross-over researchers from fields outside of education interested in supporting innovation in educational settings through conducting design research.

This highlights the issuesoftime and complexity(andmoney) that oftenkeep
design projects fromleadingto systematic and programmatic theory. Second,
ourmodel is provided asa first stepinthe establishment of standards by which
design research can be evaluated. Different types of research and development
can be mapped onto this model withfidelity, andthe scholar outsidethe science
and mathematics education fields, which represent the bulk ofthe research
wehave reviewed, ...