Game Science in Hybrid Learning Spaces

Game Science in Hybrid Learning Spaces

Author: Sylvester Arnab

Publisher: Routledge

Published: 2020-04-29

Total Pages: 222

ISBN-13: 1315295032

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Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.


Hybrid Learning Spaces

Hybrid Learning Spaces

Author: Einat Gil

Publisher: Springer Nature

Published: 2022-02-04

Total Pages: 331

ISBN-13: 3030885208

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As we have come to accept the duality of physical and virtual learning spaces as a permanent feature of our educational landscape, we begin to question its validity. Is this really a dichotomy, or is it a continuum? Should this be the primary dimension around which we cluster educational experiences - how does it intersect and interact with other axes, such as formal-informal, vocational-recreational, open-closed, teacher-student? How do we adapt, as teachers, learners, designers, policy makers, to this changing landscape? How do we shape it to offer an optimal learning experience? Such questions led us to conduct a series of academic and professional events on the theme of Hybrid Learning Spaces (HLS) - spaces which challenge and defy the dichotomies above. This edited book collates some of the products of that endeavor, offering a multi-vocal, interdisciplinary approach to hybridity in education. It connects practical examples, design directives and theoretical analysis, combining perspectives from technology research and development, educational theory and practice, architecture and space and product design. This book addresses researchers, practitioners, innovators and policy makers in education, technology and design, offering broad perspectives and then distilling practical insights in the form of design principles and patterns, pedagogical models, and predictions of future trends.


Spaces of Teaching and Learning

Spaces of Teaching and Learning

Author: Robert A. Ellis

Publisher: Springer

Published: 2018-02-19

Total Pages: 252

ISBN-13: 9811071551

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This integrated collection of perspectives on the spaces of teaching and learning uses ‘learning space’ to place educational practice in context. It considers the complex relationships involved in the design, management and use of contemporary learning spaces. It sheds light on some of the problems of connecting the characteristics of spaces to the practices and outcomes of teaching and learning. The contributions show how research into learning spaces can inform broader educational practices and how the practices of teaching, learning and design can inform research. The selection of chapters demonstrates the value of gathering together multiple sources of evidence, viewed through different epistemological lenses in order to push the field forward in a timely fashion. The book provides both a broad review of current practices as well as a deep-dive into particular educational and epistemological challenges that the various approaches adopted entail. Contrasts and commonalities between the different approaches emphasise the importance of developing a broad, robust evidence-base for practice in context. This is the inaugural book in the series Understanding Teaching-Learning Practice.


The Cambridge Handbook of Cyber Behavior

The Cambridge Handbook of Cyber Behavior

Author: Zheng Yan

Publisher: Cambridge University Press

Published: 2023-11-09

Total Pages: 1662

ISBN-13: 1316732827

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This handbook covers current research in the science of cyber behavior. Written by international scholars from a wide range of disciplines, the chapters focus on four fundamental elements of cyber behavior: users, technologies, activities, and effects. It is the ideal overview of the field for researchers, scholars, and students alike.


Blended Learning: Concepts, Methodologies, Tools, and Applications

Blended Learning: Concepts, Methodologies, Tools, and Applications

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2016-08-18

Total Pages: 2308

ISBN-13: 1522507841

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Traditional classroom learning environments are quickly becoming a thing of the past as research continues to support the integration of learning outside of a structured school environment. Blended learning, in particular, offers the best of both worlds, combining classroom learning with mobile and web-based learning environments. Blended Learning: Concepts, Methodologies, Tools, and Applications explores emerging trends, case studies, and digital tools for hybrid learning in modern educational settings. Focusing on the latest technological innovations as well as effective pedagogical practice, this critical multi-volume set is a comprehensive resource for instructional designers, educators, administrators, and graduate-level students in the field of education.


Virtual Reality in Curriculum and Pedagogy

Virtual Reality in Curriculum and Pedagogy

Author: Erica Southgate

Publisher: Routledge

Published: 2020-04-23

Total Pages: 137

ISBN-13: 1000064506

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Virtual Reality in Curriculum and Pedagogy explores the instructional, ethical, practical, and technical issues related to the integration of immersive virtual reality (VR) in school classrooms. The book’s original pedagogical framework is informed by qualitative and quantitative data collected from the first-ever study to embed immersive VR in secondary school science, ICT, and drama classrooms. Students and scholars of technology-enhancing learning, curriculum design, and teacher education alike will find key pedagogical insights into leveraging the unique properties of VR for authentic, metacognitive, and creative learning.


The Emergence of the Ethically-Engaged University

The Emergence of the Ethically-Engaged University

Author: Emiliano Bosio

Publisher: Springer Nature

Published: 2023-10-12

Total Pages: 274

ISBN-13: 3031403126

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This edited volume examines the role of the modern university as a public good institution ethically engaged in social transformation. Featuring contributions from internationally recognized scholars across both the Global North and South, this collection contexualizes issues in higher education such as community engagement, service learning, citizenship and civic responsibility both locally and globally (e.g., local, regional, national, and global engagement). Each chapter addresses the intangible, multifaceted dimensions of the relationships, community impact, and knowledge generation associated with community collaborations. In this way, the volume contributes towards the possibility of re-imagining the role of the modern university beyond a market-oriented, passive, and de-solidarized practices towards a more ethically engaged paradigm based on principles of mutuality, reciprocity and social responsibility.


Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations

Author: National Research Council

Publisher: National Academies Press

Published: 2011-04-12

Total Pages: 174

ISBN-13: 0309212669

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At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.