282 pages , A&C Black , 2011-03-31 The popularity of entertainment gaming over the last decades has led to the use of games for non-entertainment purposes in areas such as training and business support. The emergence of the serious games movement has capitalized on this interest in leisure gaming, with an increase in leisure game approaches in schools, colleges, universi...[Read More]
133 pages , Sense Publishers , 2011 Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today pla...[Read More]
259 pages , Springer , 2008-11-01 The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital game...[Read More]
136 pages , Corwin Press , 2020-10-20 Your students will change the world! Today’s learners face a complex future, where multilayered technological and societal issues will require new ways of problem-solving. This inspirational yet practical guide helps educators, counselors, and youth-development leaders build on students’ talents and interests to develop their des...[Read More]
159 pages , Springer , 2017-09-19 This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" ...[Read More]
216 pages , W. W. Norton & Company , 2021-03-23 Seven key principles from Finland for building a culture of trust in schools around the world. In the spring of 2018, thousands of teachers across the United States—in states like Oklahoma, Kentucky, and Arizona—walked off their jobs while calling for higher wages and better working conditions. Ultimately, these America...[Read More]
288 pages , John Wiley & Sons , 2017-08-28 Engage students in mathematics using growth mindset techniques The most challenging parts of teaching mathematics are engaging students and helping them understand the connections between mathematics concepts. In this volume, you'll find a collection of low floor, high ceiling tasks that will help you do just that, by looking at...[Read More]
232 pages , Palgrave Macmillan , 2012-06-12 This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.
350 pages , 2019-11-11 "This book explores the interaction between learning outcomes and motivation in games (digital and analog) and promotes best practices for the integration of games in instructional settings"--
556 pages , IGI Global , 2009-12-31 "This book evaluated the incorporation of technology into educational processes reviewing topics from primary and secondary school to higher education, from Second Life to wiki technology, from physical education to cultural learning"--Provided by publisher.