Serious Games Analytics, Christian Sebastian Loh (Editor), Yanyan Sheng (Ed
Автор: Connolly, Hainey, Boyle & Baxter Название: Psychology, Pedagogy, And Assessment In Serious Games ISBN: 1466647736 ISBN-13(EAN): 9781466647732 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 25502.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate, Serious Games have emerged as an effective tool for the purpose of learning, skill acquisition, and training.Psychology, Pedagogy, and Assessment in Serious Games addresses this issue by offering empirical evidence for the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment. Emphasising both the theory and practice in the learning and training of Serious Games, this book is useful to educationalists, researchers, sociologists, and psychologists interested in the potential of games to support learning and change behavior.
Автор: Kei Daniel Название: Big Data and Learning Analytics in Higher Education ISBN: 331906519X ISBN-13(EAN): 9783319065199 Издательство: Springer Рейтинг: Цена: 16769.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: ?This book focuses on the uses of big data in the context of higher education. The book describes a wide range of administrative and operational data gathering processes aimed at assessing institutional performance and progress in order to predict future performance, and identifies potential issues related to academic programming, research, teaching and learning?. Big data refers to data which is fundamentally too big and complex and moves too fast for the processing capacity of conventional database systems. The value of big data is the ability to identify useful data and turn it into useable information by identifying patterns and deviations from patterns?.
The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings. Several educational techniques are explored, such as role-playing, psychodrama and rule and drama-based games. The experiences reported in the book are the synthesis of several European projects, coordinated by the authors, aimed at applying known psycho-pedagogical training models to on-line, technology enhanced learning contexts in a broad range of applications and target groups. The specificity of such a psycho-pedagogical methodology, applied throughout all the discussed EU projects, is mainly represented by the importance of feedback and debriefing processes that can be conveyed to learners through different means, such as online group or individual chat with tutors, automatic reports and a psychologically informed scoring system. Tutors, either real or artificial, are seen as the key factor facilitating the training process. The ultimate objective of this book is to offer a theoretical framework where real examples, direct experiences and possible indications on how rule and drama-based multiplayer and single player games can support traditional practice for enhancing soft skills to a wide community of trainers, coaches, HR advisors, consultants and psychologists.
Автор: Scott J. Warren; Greg Jones Название: Learning Games ISBN: 3319468278 ISBN-13(EAN): 9783319468273 Издательство: Springer Рейтинг: Цена: 13974.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences.
Описание: 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.
Автор: Becker Название: Choosing and Using Digital Games in the Classroom ISBN: 3319122223 ISBN-13(EAN): 9783319122229 Издательство: Springer Рейтинг: Цена: 15372.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.
Автор: Jackson Kellinger Название: A Guide to Designing Curricular Games ISBN: 3319423924 ISBN-13(EAN): 9783319423920 Издательство: Springer Рейтинг: Цена: 15372.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.
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