Augmented Learning

Author: Eric Klopfer
Publisher: MIT Press
ISBN: 0262113155
Format: PDF, ePub, Docs
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New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.

Resonant Games

Author: Eric Klopfer
Publisher: MIT Press
ISBN: 0262346087
Format: PDF, ePub, Mobi
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Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.

Lifelong Kindergarten

Author: Mitchel Resnick
Publisher: MIT Press
ISBN: 0262037297
Format: PDF, Kindle
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Creative learning -- Projects -- Passion -- Peers -- Play -- Creative society

Gameworld Interfaces

Author: Kristine Jørgensen
Publisher: MIT Press
ISBN: 0262026864
Format: PDF, Mobi
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An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds.

Rules of Play

Author: Katie Salen
Publisher: MIT Press
ISBN: 9780262240451
Format: PDF, ePub, Mobi
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Meaningful play - Design - Systems - Interactivity - Defining games - The magic circle - Defining rules - Rules on three levels - The rules of digital games - Games as systems of uncertainty - Games as systems of information - Games as cybernetic systems - Games as systems of conflict - Games as the play of experience - Games as the play of meaning - Games as the play of simulation - Games as cultural rhetoric - Games as cultural resistance - Games as cultural environment.

Serious Games and Edutainment Applications

Author: Minhua Ma
Publisher: Springer
ISBN: 3319516450
Format: PDF, ePub, Docs
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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Tap

Author: Anindya Ghose
Publisher: MIT Press
ISBN: 0262340410
Format: PDF, Kindle
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Consumers create a data trail by tapping their phones; businesses can tap into this trail to harness the power of the more than three trillion dollar mobile economy. According to Anindya Ghose, a global authority on the mobile economy, this two-way exchange can benefit both customers and businesses. In Tap, Ghose welcomes us to the mobile economy of smartphones, smarter companies, and value-seeking consumers. Drawing on his extensive research in the United States, Europe, and Asia, and on a variety of real-world examples from companies including Alibaba, China Mobile, Coke, Facebook, SK Telecom, Telefónica, and Travelocity, Ghose describes some intriguingly contradictory consumer behavior: people seek spontaneity, but they are predictable; they find advertising annoying, but they fear missing out; they value their privacy, but they increasingly use personal data as currency. When mobile advertising is done well, Ghose argues, the smartphone plays the role of a personal concierge -- a butler, not a stalker. Ghose identifies nine forces that shape consumer behavior, including time, crowdedness, trajectory, and weather, and he examines these how these forces operate, separately and in combination. With Tap, he highlights the true influence mobile wields over shoppers, the behavioral and economic motivations behind that influence, and the lucrative opportunities it represents. In a world of artificial intelligence, augmented and virtual reality, wearable technologies, smart homes, and the Internet of Things, the future of the mobile economy seems limitless.

Mobile Media Learning amazing uses of mobile devices for learning

Author: Seann Dikkers
Publisher: Lulu.com
ISBN: 110579363X
Format: PDF, Kindle
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Mobile Media Learning shares innovative uses of mobile technology for learning in a variety of settings. From camps to classrooms, parks to playgrounds, libraries to landmarks, Mobile Media Learning shows that exciting learning can happen anywhere educators can imagine. Join these educator/designers as they share their efforts to amplify spaces as learning tools by engaging learners with challenges, quests, stories, and tools for investigating those spaces.

Handbook of Research on Serious Games for Educational Applications

Author: Zheng, Robert
Publisher: IGI Global
ISBN: 1522505148
Format: PDF, ePub, Docs
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Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.