Gaming and Cognition Theories and Practice from the Learning Sciences

Author: Van Eck, Richard
Publisher: IGI Global
ISBN: 161520718X
Format: PDF, Mobi
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"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.

Empirische Forschung zur schulischen Politischen Bildung

Author: Sabine Manzel
Publisher: Springer-Verlag
ISBN: 3658162937
Format: PDF, Mobi
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Dieser Band dokumentiert den Stand aktueller Forschungsprojekte der Fachdidaktik der Politischen Bildung und zeigt den fachdidaktischen Diskurs zwischen unterschiedlichen methodischen Zugängen, Standards und thematischen Schwerpunkten auf. Die Bandbreite reicht von der Untersuchung von Effekten der Partizipationserfahrung oder Mehrsprachigkeit auf das Wissen, über Schulbuch- und Materialanalysen, bilingualen Politik- und Wirtschaftsunterricht, Lernen mit Computerspielen bis zu unterschiedlichen methodischen Herangehensweisen zur Erfassung von Kompetenzaspekten im Lehr-Lernprozess.

A Guide to Designing Curricular Games

Author: Janna Jackson Kellinger
Publisher: Springer
ISBN: 3319423932
Format: PDF, ePub, Docs
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This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.

Game Based Teaching and Simulation in Nursing and Health Care

Author: Eric B. Bauman, PhD, RN
Publisher: Springer Publishing Company
ISBN: 0826109705
Format: PDF, ePub, Docs
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"This is a comprehensive resource for anyone interested in integrating gaming and simulation into a course or the entire curricula. It presents the theory and the associated practical application. The extensive reference list and resource/product list encourage and support readers with implementation." Score: 98, 5 Stars.--Doody's Medical Reviews "Game-Based Teaching and Simulation in Nursing and Healthcare is a timely, exhaustive look at how emerging technologies are transforming clinical education. Anyone looking for firsthand, direct account of how game-based learning technologies are reshaping clinical practice needs this book." Kurt Squire, PhD Associate Professor Games+Learning+Society [GLS] School of Education University Of Wisconsin - Madison This innovative text provides practical strategies for developing, integrating, and evaluating new and emerging technology, specifically game-based learning methods, useful in nursing and clinical health sciences education. The text draws upon existing models of experiential learning such as Benner's "thinking-in-action" and "novice-to-expert" frameworks, and introduces current theories supporting the phenomenon of the created learning environment. Chapters explain how simulation and game-based learning strategies can be designed, implemented, and evaluated to improve clinical educational thinking and outcomes and increase exposure to critical experiences to inform clinicians during the journey from novice to expert. The text also describes how game-based learning methods can support the development of complex decision-making and critical thinking skills. Case studies throughout demonstrate the practical application of harnessing technology as a teaching/learning device. Key Features: Provides strategies for developing, integrating, and evaluating game-based learning methods for nursing and healthcare educators Prepares teachers for the paradigm shift from static "e-learning" to dynamic distance experiential learning in virtual and game-based environments Illustrates how to integrate game-based learning into existing curricula Offers theoretical and practical examples of how game-based learning technologies can be used in nursing and clinical education

Gaming and Simulations Concepts Methodologies Tools and Applications

Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1609601963
Format: PDF, Docs
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"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Embracing Diversity in the Learning Sciences

Author: Yasmin B. Kafai
Publisher: Routledge
ISBN: 1135605025
Format: PDF, ePub, Docs
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More than a decade has passed since the First International Conference of the Learning Sciences (ICLS) was held at Northwestern University in 1991. The conference has now become an established place for researchers to gather. The 2004 meeting is the first under the official sponsorship of the International Society of the Learning Sciences (ISLS). The theme of this conference is "Embracing Diversity in the Learning Sciences." As a field, the learning sciences have always drawn from a diverse set of disciplines to study learning in an array of settings. Psychology, cognitive science, anthropology, and artificial intelligence have all contributed to the development of methodologies to study learning in schools, museums, and organizations. As the field grows, however, it increasingly recognizes the challenges to studying and changing learning environments across levels in complex social systems. This demands attention to new kinds of diversity in who, what, and how we study; and to the issues raised to develop coherent accounts of how learning occurs. Ranging from schools to families, and across all levels of formal schooling from pre-school through higher education, this ideology can be supported in a multitude of social contexts. The papers in these conference proceedings respond to the call.

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.

Cognitive Load Theory

Author: Jan L. Plass
Publisher: Cambridge University Press
ISBN: 0521860237
Format: PDF, ePub, Mobi
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This edited volume brings together the most prolific researchers from around the world who study various aspects of cognitive load to discuss its current theoretical as well as practical issues. It describes the theoretical foundations and assumptions of cognitive load theory (CLT), discusses the empirical findings about the application of CLT to the design of learning environments, and suggests new directions for future research.

Artificial Intelligence in Education

Author: Gautam Biswas
Publisher: Springer Science & Business Media
ISBN: 3642218687
Format: PDF, ePub, Docs
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This book constitutes the refereed proceedings of the 15th International Conference on Artificial Intelligence in Education, AIED 2011, held in Auckland, New Zealand in June/July 2011. The 49 revised full papers presented together with three invited talks and extended abstracts of poster presentations, young researchers contributions and interactive systems reports and workshop reports were carefully reviewed and selected from a total of 193 submissions. The papers report on technical advances in and cross-fertilization of approaches and ideas from the many topical areas that make up this highly interdisciplinary field of research and development including artificial intelligence, agent technology, computer science, cognitive and learning sciences, education, educational technology, game design, psychology, philosophy, sociology, anthropology and linguistics.