Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills

Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills

Author: Rivera-Trigueros, Irene

Publisher: IGI Global

Published: 2022-02-11

Total Pages: 507

ISBN-13: 1799886476

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As new technologies and professional profiles emerge, traditional education paradigms have to be adapted to new scenarios, creating favorable conditions for promoting transversal skills among students. Consequently, there is a growing demand for training in emergent skills to solve problems of different natures, distributive leadership competencies, empathy, ability to control emotions, etc. In this sense, one of the challenges that educators of all different educational levels and training contexts have to face is to foster these skills in their courses. To overcome these obstacles, innovative and disruptive methodologies, such as game-based learning activities like escape rooms, can be a great ally for teachers to work on transversal skills and specific knowledge at the same time. The Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills gathers knowledge, skills, abilities, and capabilities on innovative and disruptive methodologies that can be applied in all educational levels to foster transversal skills. This publication contains different contributions focused on the description of innovative educational methods, processes, and tools that can be adopted by teachers to promote transversal skills such as creativity, critical thinking, decision-making, and entrepreneurial skills. This book is ideal for teachers, instructional designers, educational software developers, academics, professionals, students, and researchers working at all levels in the educational field and provides valuable background information to professionals who aim to overcome traditional paradigm obstacles and meet student needs by means of innovative and disruptive methodologies.


Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era

Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era

Author: Ordóñez de Pablos, Patricia

Publisher: IGI Global

Published: 2022-09-30

Total Pages: 532

ISBN-13: 1668459159

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The evolution of information technologies, mobile devices, social media, and the needs of students, workers, and academics has experienced rapid changes in the past several years. This complex and dynamic reality requires new forms of education delivery and teaching methodologies for academics. Old teaching practices must be refreshed to provide customized and context-adapted learning opportunities. Additionally, there are drivers, barriers, and success factors within distance and mobile learning devices and systems that need to be explored and tested. The Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era aims to foster an international dialogue of approaches, methodologies, and tools for the transformation of education in the digital era and broaden the visibility of new technologies for education, establish an international scientific platform for collaboration on digital education, and accelerate innovation in education technology. Covering critical topics such as faculty training, online teaching, and talent management, this major reference work is ideal for government officials, industry professionals, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.


Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

Author: Correia, Anacleto

Publisher: IGI Global

Published: 2023-07-10

Total Pages: 459

ISBN-13: 1668491672

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How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.


Learning With Escape Rooms in Higher Education Online Environments

Learning With Escape Rooms in Higher Education Online Environments

Author: Santamaría Urbieta, Alexandra

Publisher: IGI Global

Published: 2023-02-10

Total Pages: 376

ISBN-13: 1668460823

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Teachers, professors, and educational professionals have the opportunity to create new, challenging, significant, and interactive learning experiences for today’s students. Escape rooms are growing in popularity as they provide numerous benefits and opportunities for learning; however, the use of escape rooms in higher education is not always taken seriously. Learning With Escape Rooms in Higher Education Online Environments proves that it is possible to take escape rooms to higher education with great results for both teachers and students by presenting different escape room proposals that are explained in detail with the instructions and materials used so that any teacher could replicate it in their subject. Covering key topics such as online learning, student learning, and computer science, this reference work is ideal for principals, industry professionals, researchers, scholars, practitioners, academicians, instructors, and students.


Handbook of Research on the Influence and Effectiveness of Gamification in Education

Handbook of Research on the Influence and Effectiveness of Gamification in Education

Author: Bernardes, Oscar

Publisher: IGI Global

Published: 2022-05-20

Total Pages: 869

ISBN-13: 1668442884

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Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.


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.


Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications

Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications

Author: Queirós, Ricardo

Publisher: IGI Global

Published: 2023-08-14

Total Pages: 395

ISBN-13: 1668486571

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Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications is a timely and groundbreaking book that addresses the challenges of engaging the digital generations in the teaching-learning process, intensified by the pandemic. Written by Ricardo Queirós, a renowned researcher in e-learning interoperability and programming languages, the book offers a unique perspective on using micro and adaptive learning approaches to create immersive and personalized environments that cater to the learning styles and paces of diverse students. The book covers innovative trends, tools, and applications that enable educators to implement pedagogical practices that enhance the teaching-learning experience. It explores topics such as artificial intelligence in education, adaptive hypermedia, differentiated instruction, and micro-gamification design, providing readers with practical tools to create personalized and immersive learning environments. This book is a valuable resource for professors of any domain, practitioners, and students pursuing education, as well as research scholars looking to expand their understanding of e-learning and pedagogical innovation. It is a must-read for anyone interested in the future of education and how digital technologies can be leveraged to create engaging and immersive learning environments.


Cases on Historical Thinking and Gamification in Social Studies and Humanities Education

Cases on Historical Thinking and Gamification in Social Studies and Humanities Education

Author: Martínez-Hita, María

Publisher: IGI Global

Published: 2022-06-30

Total Pages: 360

ISBN-13: 1668452413

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Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only justified by the epistemology of history itself, but also by the demand for a methodological change in education in general, making students active protagonists in the construction of their learning and based on the development of competencies. Further study on the potential use of gamification within social studies and humanities education is required to understand its benefits and challenges. Cases on Historical Thinking and Gamification in Social Studies and Humanities Education proposes and analyzes gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students' conceptions of history as a discipline and as a school subject. Covering key topics such as historical thinking, social sciences, video games, and mobile learning, this reference work is ideal for historians, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.


Handbook of Game-Based Learning

Handbook of Game-Based Learning

Author: Jan L. Plass

Publisher: MIT Press

Published: 2020-02-04

Total Pages: 601

ISBN-13: 0262356546

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A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan


Handbook of Research on Coping Mechanisms for First-Year Students Transitioning to Higher Education

Handbook of Research on Coping Mechanisms for First-Year Students Transitioning to Higher Education

Author: Aloka, Peter Jo

Publisher: IGI Global

Published: 2023-02-20

Total Pages: 515

ISBN-13: 1668469626

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Transitioning from secondary to higher education is not a natural step for many first-year students in higher education institutions. There is a considerable difference between being a student at school and university, and previous research has highlighted the difficulties faced by first-year university students during their transition phase. Higher education institutions and their departments acknowledge the challenges faced by new students, and they differ in their approach to coping with the issue; each seeks to find the most effective solution for its students. To reduce the withdrawal rate during the first year of college, higher education providers are expected to apply transition programs to help students transition. The Handbook of Research on Coping Mechanisms for First-Year Students Transitioning to Higher Education presents a comprehensive account of the dynamics in higher education institutions and culture shock for new students and analyzes models and theories of adjustment of new students in higher education institutions. Covering key topics such as gender, institutional support, and success factors, this reference work is ideal for administrators, higher education professionals, researchers, scholars, academicians, practitioners, instructors, and students.