Describing and Studying Domain-Specific Serious Games

Describing and Studying Domain-Specific Serious Games

Author: Joke Torbeyns

Publisher: Springer

Published: 2015-09-14

Total Pages: 261

ISBN-13: 3319202766

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This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and the influence of learners’ domain-specific and game competencies. The integration of serious games into the curriculum and subsequent performance and motivation outcomes are also presented.


Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Author: Pieter Wouters

Publisher: Springer

Published: 2016-10-31

Total Pages: 220

ISBN-13: 3319392980

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The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.


Games and Learning Alliance

Games and Learning Alliance

Author: Kristian Kiili

Publisher: Springer Nature

Published: 2022-11-22

Total Pages: 356

ISBN-13: 3031221249

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This book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.


Virtual and Augmented Reality, Simulation and Serious Games for Education

Virtual and Augmented Reality, Simulation and Serious Games for Education

Author: Yiyu Cai

Publisher: Springer Nature

Published: 2021-08-13

Total Pages: 188

ISBN-13: 9811613613

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This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.


STEM, Robotics, Mobile Apps in Early Childhood and Primary Education

STEM, Robotics, Mobile Apps in Early Childhood and Primary Education

Author: Stamatios Papadakis

Publisher: Springer Nature

Published: 2022-04-21

Total Pages: 620

ISBN-13: 9811905681

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This book brings together a collection of work from around the world in order to consider effective STEM, robotics, mobile apps education from a range of perspectives. It presents valuable perspectives—both practical and theoretical—that enrich the current STEM, robotics, mobile apps education agenda. As such, the book makes a substantial contribution to the literature and outlines the key challenges in research, policy, and practice for STEM education, from early childhood through to the first school age education. The audience for the book includes college students, teachers of young children, college and university faculty, and professionals from fields other than education who are unified by their commitment to the care and education of young children.


Interdisciplinary Design of Game-based Learning Platforms

Interdisciplinary Design of Game-based Learning Platforms

Author: Fengfeng Ke

Publisher: Springer

Published: 2018-12-07

Total Pages: 161

ISBN-13: 3030043398

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This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.


Web Accessibility

Web Accessibility

Author: Yeliz Yesilada

Publisher: Springer

Published: 2019-06-03

Total Pages: 798

ISBN-13: 1447174402

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Covering key areas of evaluation and methodology, client-side applications, specialist and novel technologies, along with initial appraisals of disabilities, this important book provides comprehensive coverage of web accessibility. Written by leading experts in the field, it provides an overview of existing research and also looks at future developments, providing a much deeper insight than can be obtained through existing research libraries, aggregations, or search engines.


Handbook of Research on the Education of Young Children

Handbook of Research on the Education of Young Children

Author: Olivia N. Saracho

Publisher: Routledge

Published: 2019-10-30

Total Pages: 906

ISBN-13: 0429810237

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The Handbook of Research on the Education of Young Children is the essential reference on research on early childhood education throughout the world. This outstanding resource provides a comprehensive research overview of important contemporary issues as well as the information necessary to make knowledgeable judgments about these issues. Now in its fourth edition, this handbook features all new sections on social emotional learning, non-cognitive assessment, child development, early childhood education, content areas, teacher preparation, technology, multimedia, and English language learners. With thorough updates to chapters and references, this new edition remains the cutting-edge resource for making the field’s extensive knowledge base readily available and accessible to researchers and educators. It is a valuable resource for all of those who work and study in the field of early childhood education including researchers, educators, policy makers, librarians, and school administrators. This volume addresses critical, up-to-date research on several disciplines such as child development, early childhood education, psychology, curriculum, teacher preparation, policy, evaluation strategies, technology, and multimedia exposure.


Handbook of Research on International Approaches and Practices for Gamifying Mathematics

Handbook of Research on International Approaches and Practices for Gamifying Mathematics

Author: Huertas-Abril, Cristina A.

Publisher: IGI Global

Published: 2022-05-13

Total Pages: 422

ISBN-13: 1799896625

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Game-based resources provide opportunities to consolidate and develop a greater knowledge and understanding of both mathematical concepts and numeracy skills, which present opportunities and challenges for both teachers and learners when engaging with subject content. For learners for whom the language of instruction is not their first or main language, this can present challenges and barriers to their progress. This requires teachers to reconsider and adapt their teaching strategies to ensure the needs of these learners are fully addressed, thereby promoting inclusion and inclusive practices. The Handbook of Research on International Approaches and Practices for Gamifying Mathematics provides relevant theoretical frameworks and the latest empirical research findings in teaching and learning mathematics in bilingual/plurilingual education by using active methodologies, specifically gamification and game-based learning and teaching. Covering a wide range of topics such as e-safety, bilingual education, and multimodal mathematics, this major reference work is ideal for policymakers, researchers, academicians, practitioners, scholars, instructors, and students.