Gaming and Cognition Theories and Practice from the Learning Sciences

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

Cognitive Load Theory

Author: Fred Paas
Publisher: Routledge
ISBN: 1135065810
Format: PDF, ePub, Docs
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The papers of this special issue demonstrate that cognitive load theory provides the framework for investigations into cognitive processes and instructional design. The genesis of Cognitive Load Theory emerged from an international symposium organized at the bi-annual conference of the European Association for Research on Learning and Instruction in 2001 in Fribourg, Switzerland. Most of the papers are based on contributions to that symposium and discuss the most recent work carried out within the cognitive load framework. As a whole, this issue is demonstrating that cognitive load theory is continuing its role of using cognitive psychology principles to generate novel instructional design procedures.

A Guide to Designing Curricular Games

Author: Janna Jackson Kellinger
Publisher: Springer
ISBN: 3319423932
Format: PDF
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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.

Learning by Playing

Author: Fran C. Blumberg
Publisher: Oxford University Press, USA
ISBN: 019989664X
Format: PDF, ePub, Docs
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There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

Cognitive Effects of Multimedia Learning

Author: Zheng, Robert
Publisher: IGI Global
ISBN: 1605661597
Format: PDF, Mobi
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"This book identifies the role and function of multimedia in learning through a collection of research studies focusing on cognitive functionality"--Provided by publisher.

Game Based Teaching and Simulation in Nursing and Health Care

Author: Eric B. Bauman, PhD, RN
Publisher: Springer Publishing Company
ISBN: 0826109705
Format: PDF, Kindle
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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

Handbook of Research on Serious Games for Educational Applications

Author: Zheng, Robert
Publisher: IGI Global
ISBN: 1522505148
Format: PDF, Kindle
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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.

International Handbook of the Learning Sciences

Author: Frank Fischer
Publisher: Routledge
ISBN: 1317208358
Format: PDF, Kindle
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The International Handbook of the Learning Sciences is a comprehensive collection of international perspectives on this interdisciplinary field. In more than 50 chapters, leading experts synthesize past, current, and emerging theoretical and empirical directions for learning sciences research. The three sections of the handbook capture, respectively: foundational contributions from multiple disciplines and the ways in which the learning sciences has fashioned these into its own brand of use-oriented theory, design, and evidence; learning sciences approaches to designing, researching, and evaluating learning broadly construed; and the methodological diversity of learning sciences research, assessment, and analytic approaches. This pioneering collection is the definitive volume of international learning sciences scholarship and an essential text for scholars in this area.

Gaming and Simulations Concepts Methodologies Tools and Applications

Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1609601963
Format: PDF, ePub, Mobi
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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.

Schools for Thought

Author: John T. Bruer
Publisher: MIT Press
ISBN: 9780262521963
Format: PDF, ePub
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If we want to improve educational opportunities and outcomes for all children, wemust start applying what we know about mental functioning -- how children think, learn, and rememberin our schools. We must apply cognitive science in the classroom. Schools for Thoughtprovides a straightforward, general introduction to cognitive research and illustrates itsimportance for educational change. Using classroom examples, Bruer shows howapplying cognitive research can dramatically improve students' transitions from lower-level roteskills to advanced proficiency in reading, writing, mathematics, and science. Cognitive research, hepoints out, is also beginning to suggest how we might better motivate students, design moreeffective tools for assessing them, and improve the training of teachers. He concludes with achapter on how effective school reform demands that we expand our understanding of teaching andlearning and that we think about education in new ways. Debates and discussions about the reform ofAmerican education suffer from a lack of appreciation of the complexity of learning and from a lackof understanding about the knowledge base that is available for the improvement of educationalpractice. Politicians, business leaders, and even many school superintendents, principals, andteachers think that educational problems can be solved by changing school management structures orby creating a market in educational services. Bruer argues that improvement depends instead onchanging student-teacher interactions. It is these changes, guided by cognitive research, that willcreate more effective classroom environments. A BradfordBook