Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

Author: L.A. Annetta

Publisher: Springer Science & Business Media

Published: 2011-07-22

Total Pages: 281

ISBN-13: 9460913296

DOWNLOAD EBOOK

In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.


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

DOWNLOAD EBOOK

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.


Bringing Schools into the 21st Century

Bringing Schools into the 21st Century

Author: Guofang Wan

Publisher: Springer Science & Business Media

Published: 2011-01-15

Total Pages: 265

ISBN-13: 940070268X

DOWNLOAD EBOOK

Shift happens: Emerging technologies and globalization have resulted in political, social and cultural changes. These changes have a profound impact on all aspects of human life, including education. Yet while society has changed and continues to change, schools are slow to keep up. This book explores issues related to transforming and modernizing our educational systems, including the impact of societal shifts on education, the efforts at various levels to bring schools into the 21st century, the identification of 21st century skills, the reformation of the curriculum, the creation of alternative models of schooling, the innovative use of technology in education, and many others. It addresses questions like the following: Should schools systems adapt to better meet the needs of tomorrow’s world and how should this be accomplished? How can society better prepare students for a changing and challenging modern world? What skills do students need to lead successful lives and become productive citizens in the 21st century? How can educators create learning environments that are relevant and meaningful for digital natives? How can the school curriculum be made more rigorous to meet the needs of the 21st century? This book encourages readers to transcend the limits of their own educational experience, to think beyond familiar notions of schooling, instruction and curriculum, to consider how to best structure learning so that it will benefit future generations. It encourages a deeper analysis of the existing education system and offers practical insights into future directions focused on preparing students with 21st century skills.


The Machine as Art/ The Machine as Artist

The Machine as Art/ The Machine as Artist

Author: Juliette Bessette

Publisher: Mdpi AG

Published: 2020-10-21

Total Pages: 316

ISBN-13: 9783039360642

DOWNLOAD EBOOK

The articles collected in this volume from the two companion Arts Special Issues, "The Machine as Art (in the 20th Century)" and "The Machine as Artist (in the 21st Century)", represent a unique scholarly resource: analyses by artists, scientists, and engineers, as well as art historians, covering not only the current (and astounding) rapprochement between art and technology but also the vital post-World War II period that has led up to it; this collection is also distinguished by several of the contributors being prominent individuals within their own fields, or as artists who have actually participated in the still unfolding events with which it is concerned


The Life of Mary Baker G. Eddy and the History of Christian Science

The Life of Mary Baker G. Eddy and the History of Christian Science

Author: Willa Cather

Publisher: U of Nebraska Press

Published: 1993-01-01

Total Pages: 572

ISBN-13: 9780803263499

DOWNLOAD EBOOK

This controversial biography of the founder of the Christian Science church was serialized in McClure's Magazine in 1907-8 and published as a book the next year. It disappeared almost overnight and has been difficult to find ever since. Although a Canadian mewspaperwoman named Georgine Milmine collected the material and was credited as the author, The Life Of Mary Baker G. Eddy was actually written by Willa Cather, an editor at McClure's at that time. In his introduction to this Bison Book edition, David Stouck reveals new evidence of Cather's authorship of The Life of Mary Baker G. Eddy. He discusses her fidelity to facts and her concern with psychology and philosophy that would take creative form later on. Indeed, this biography contains "some of the finest portrait sketches and reflections on human nature that Willa Cather would ever write."


Curriculum Models for the 21st Century

Curriculum Models for the 21st Century

Author: Maree Gosper

Publisher: Springer Science & Business Media

Published: 2013-08-28

Total Pages: 455

ISBN-13: 1461473667

DOWNLOAD EBOOK

Changing student profiles and the increasing availability of mainstream and specialized learning technologies are stretching the traditional face-to-face models of teaching and learning in higher education. Institutions, too, are facing far-reaching systemic changes which are placing strains on existing resources and physical infrastructure and calling into question traditional ways of teaching through lectures and tutorials. And, with an ever-increasing scrutiny on teaching and teachers’ accountability for positive educational outcomes, the call for closer attention to learning, teaching and, most especially, to the design and delivery of the curriculum is given increasing relevance and importance. Research provides strong evidence of the potential for technologies to facilitate not only cognition and learning but also to become integral components in the redesign of current curriculum models. Some Universities and individual academics have moved along this pathway, developing new and innovative curriculum, blending pedagogies and technologies to suit their circumstances. Yet, there are others, unsure of the possibilities, the opportunities and constraints in these changing times. Curriculum Models for the 21st Century gives insights into how teaching and learning can be done differently. The focus is on a whole of curriculum approach, looking at theoretical models and examples of practice which capitalize on the potential of technologies to deliver variations and alternatives to the more traditional lecture-based model of University teaching.​


Games and Learning Alliance

Games and Learning Alliance

Author: Antonios Liapis

Publisher: Springer Nature

Published: 2019-11-20

Total Pages: 613

ISBN-13: 3030343502

DOWNLOAD EBOOK

This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.


Serious Games and Edutainment Applications

Serious Games and Edutainment Applications

Author: Minhua Ma

Publisher: Springer

Published: 2017-03-03

Total Pages: 694

ISBN-13: 3319516450

DOWNLOAD EBOOK

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.


Assassin's Creed: Renaissance

Assassin's Creed: Renaissance

Author: Oliver Bowden

Publisher: Penguin

Published: 2010-02-23

Total Pages: 334

ISBN-13: 1101196599

DOWNLOAD EBOOK

Betrayed by the ruling families of Italy, a young man embarks upon an epic quest for vengeance during the Renaissance in this novel based on the Assassin's Creed™ video game series. “I will seek vengeance upon those who betrayed my family. I am Ezio Auditore Da Firenze. I am an Assassin…” To eradicate corruption and restore his family’s honor, Ezio will learn the art of the Assassins. Along the way, he will call upon the wisdom of such great minds as Leonardo da Vinci and Niccolo Machiavello—knowing that survival is bound to the skills by which he must live. To his allies, he will become a force for change—fighting for freedom and justice. To his enemies, he will become a threat dedicated to the destruction of the tyrants abusing the people of Italy. So begins an epic story of power, revenge and conspiracy... An Original Novel Based on the Multiplatinum Video Game from Ubisoft