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.


The Gamification of Work

The Gamification of Work

Author: Emmanuelle Savignac

Publisher: John Wiley & Sons

Published: 2017-02-21

Total Pages: 212

ISBN-13: 1786301237

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Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named “gamification”. In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation…) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.


Jeux de communication à l'usage du formateur

Jeux de communication à l'usage du formateur

Author: Gilbert Béville

Publisher: Editions d'Organisation

Published: 2004

Total Pages: 260

ISBN-13: 9782708131224

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Le jeu, activité libre, réglée, efficace et plaisante, a fait ses preuves dans le domaine de la pédagogie. Car il permet d'agir et de réagir. Le développement et l'amélioration de la qualité de la communication dépendent d'une bonne maîtrise des messages à leur réception comme à leur création. Les premiers jeux permettent l'analyse de l'information (ses risques, son observation, son traitement). Les suivants examinent les types de communication pour aboutir à une communication attrayante et renouvelée. Destiné aux formateurs et agrémenté d'illustrations en couleur, le livre intéressera également les hommes d'entreprise, les chercheurs et les hommes politiques. Chacune des 75 fiches pour animer des groupes de formation décrit : - le but du jeu et sa durée. - Le matériel nécessaire pour jouer, notamment le célèbre Créatec, puzzle à 7 pièces. - Le nombre optimal de participants. - La méthode d'animation. - La conduite de l'évaluation.


Enigmas of Identity

Enigmas of Identity

Author: Peter Brooks

Publisher: Princeton University Press

Published: 2011-09-19

Total Pages: 235

ISBN-13: 1400839696

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From eminent critic Peter Brooks, an exploration of the modern preoccupation with identity "We know that it matters crucially to be able to say who we are, why we are here, and where we are going," Peter Brooks writes in Enigmas of Identity. Many of us are also uncomfortably aware that we cannot provide a convincing account of our identity to others or even ourselves. Despite or because of that failure, we keep searching for identity, making it up, trying to authenticate it, and inventing excuses for our unpersuasive stories about it. This wide-ranging book draws on literature, law, and psychoanalysis to examine important aspects of the emergence of identity as a peculiarly modern preoccupation. In particular, the book addresses the social, legal, and personal anxieties provoked by the rise of individualism and selfhood in modern culture. Paying special attention to Rousseau, Freud, and Proust, Brooks also looks at the intersection of individual life stories with the law, and considers the creation of an introspective project that culminates in psychoanalysis. Elegant and provocative, Enigmas of Identity offers new insights into the questions and clues about who we think we are.


Didactics of Smart Pedagogy

Didactics of Smart Pedagogy

Author: Linda Daniela

Publisher: Springer

Published: 2018-11-27

Total Pages: 496

ISBN-13: 3030015513

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The focus on smart education has become a new trend in the global educational field. Some countries have already developed smart education systems and there is increasing pressure coming from business and tech communities to continue this development. Simultaneously, there are only fragmented studies on the didactic aspects of technology usage. Thus, pedagogy as a science must engage in a new research direction—smart pedagogy. This book seeks to engage in a new research direction, that of smart pedagogy. It launches discussions on how to use all sorts of smart education solutions in the context of existing learning theories and on how to apply innovative solutions in order to reduce the marginalization of groups in educational contexts. It also explores transformations of pedagogical science, the role of the educator, applicable teaching methods, learning outcomes, and research and assessment of acquired knowledge in an effort to make the smart education process meaningful to a wide audience of international educators, researchers, and administrators working within and tangential to TEL.


Framing Work

Framing Work

Author: Edmund Heery

Publisher: Oxford University Press

Published: 2016

Total Pages: 331

ISBN-13: 0199569460

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This book presents a broad-ranging survey of contemporary writing about work and employment. It identifies three broad traditions of research and commentary on work - the unitary perspective, the pluralist perspective and the critical perspective - and describes the contemporary output of these traditions; i.e. it surveys current research and argument found within these traditions. The book also surveys debate between these traditions, and the second part of the book presents a detailed account of debate over four current issues. These issues are employee participation, customer culture, equality and diversity and the impact of the global financial crisis. The source material for the book comes from the UK, USA and other countries and the arguments contained within it have international relevance. The book provides an overview of recent work on the employment relationship and the debate and controversy that can be seen in this area of study. Framing Work will be of interest to academics researching and writing about employment and to advanced students in Industrial Relations, Human Resource Management, Organization Studies, and Sociology.


How Computer Games Help Children Learn

How Computer Games Help Children Learn

Author: D. Shaffer

Publisher: Springer

Published: 2007-02-25

Total Pages: 249

ISBN-13: 0230601995

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How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.


Berkshire Encyclopedia of Human-computer Interaction

Berkshire Encyclopedia of Human-computer Interaction

Author: William Sims Bainbridge

Publisher: Berkshire Publishing Group LLC

Published: 2004

Total Pages: 900

ISBN-13: 0974309125

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Presents a collection of articles on human-computer interaction, covering such topics as applications, methods, hardware, and computers and society.