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A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come. James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University Learning from serious games generates emotional discussions about the feasibility of games as effective learning devices. It is refreshing that the authors are committed to taking an empirical approach to the study of games and education—one of research and grounded theory, rather than advocacy. This volume in an important step in beginning to move beyond hype to a more firm foundation for the use of serious games. M. David Merrill, Instructional Effectiveness Consultant, Visiting Professor Florida State University This volume shows that serious inquiry into serious games is a real and valid pursuit. The book conveys that what we can gather about how people learn within computer-based games, and using games, contributes to how we go about designing new educational games, and using games in more formal learning environments. It offers a convergence of thoughts, perspectives, and ideals. . . that may not always agree, but lays all the cards on the table. It’s very useful to get all these perspectives in one place. The authors further substantiate that research into this emerging area is one of promise and one that yields important results—providing impact across industry and academia. Clark Aldrich, Author of Simulations and the Future of Learning and Learning by Doing.
Education --- Simulation games in education. --- Data processing.
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"Esports is a global phenomenon that has attracted the attention of multiple interested parties-from investors to K-12 schools and universities. This text chronicles the multitude of ways that people are making meaning within and around the esports ecosystem. Literacies that occur in the esports ecosystem are the result of a collision of diverse experiences, actions, peoples, games, software, hardware, and roles. These literacies are multifaceted, multilayered, and multifarious. By acknowledging the call that these literacies hold, stakeholders can argue for their appreciation at all levels of the ecosystem. Literacies of the Esports Ecosystem answers this call. Contributors are: Anthony Betrus, Andrew Cochran, Luis Cortez, Jason Engerman, Thorkild Hanghøj, Ryan Rish and Kevin Sweeney"--
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Didactic strategies --- Simulation games in education. --- Role playing.
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Le théâtre est la vie. Il met en scène nos existences dans un espace de représentation, entre fiction et réalité, entre vrai et faux semblants. Il ouvre un espace transitionnel permettant de jouer avec les souffrances, les amours, les pouvoirs, les aspirations, la vie et la mort. Le jeu est une création inventée par les hommes pour rendre vivables les affects, les sentiments, les relations aux autres, les conflits, là où ils nous font rire et là où ils nous mettent à mal.Entre l’Art, la science, la politique et la clinique, le théâtre d’intervention est une démarche de changement afin de comprendre la genèse des conflits individuels et collectifs vécus au sein de la famille, du travail, de la vie sociale, pour inventer un être ensemble plus convivial, créatif et harmonieux. Leurs initiateurs – René, le comédien formé par Augusto Boal au théâtre forum, et Vincent, le chercheur formé par Max Pagès à la psychosociologie clinique – en présentent les fondements théoriques, les outils et les applications.
Role playing --- Theater --- Violence in adolescence --- Simulation games in education
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"Presenting original studies and rich conceptual analyses, this volume reports on theoretical issues involved in the use of simulations and games in educational assessment. Chapters consider how technologies can be used to effectively assess, modify, and enhance learning and assessment in education and training. By highlighting theoretical issues arising from the use of games and simulations as assessment tools for selection and classification, training, and evaluation across educational and workplace contexts, the volume offers both broad conceptual views on assessment, as well as rich descriptions of various, context-specific applications. Through a focus that includes both quantitative and qualitative approaches, policy implications, meta-analysis, and constructs, the volume highlights commonalities and divergence in theoretical research being conducted in relation to K-12, post-secondary, and military education and assessment. In doing so, the collection enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology"--
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The purpose of this unique book is to present principles underlying the design and use of gaming and simulation. This frame-of-reference will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than to methodological questions. The main reason for choosing this road is the lack of a robust methodology that underpins gaming and simulation methods. Gaming and simulation are more than methods and tools. They are firstly a way of thinking, and secondly, a method and a technique. In addition, the framework presented will help to grasp the interplay between forms of knowledge and knowledge content in connection with gaming. Interplay, which evolves through the action of the players. These notions are considered preconditions for raising epistemological questions in relation to the educational value of games and simulations. They will provide a proper context for addressing design science and analytical science approaches to artifact assessment and theory development and testing. Due to the high diversity of approaches which the field has to accommodate the author chooses an interdisciplinary and where appropriate meta-disciplinary approach.
Simulation methods. --- Game theory. --- Simulation games in education.
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Game theory --- Simulation games in education --- Social sciences --- Simulation methods
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