Play to Learn

Play to Learn Author Sharon Boller
ISBN-10 9781562867720
Release 2017-03-03
Pages 160
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When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.



Wie kleine Kinder schlau werden

Wie kleine Kinder schlau werden Author John Caldwell Holt
ISBN-10 3407228554
Release 2003
Pages 232
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Ausgehend von der Beobachtung des kindlichen Spielens erläutert der Autor, wie Kinder denken und lernen.



Design Research on Learning and Thinking in Educational Settings

Design Research on Learning and Thinking in Educational Settings Author David Yun Dai
ISBN-10 9781136956300
Release 2012-04-23
Pages 312
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The key question this book addresses is how to identify and create optimal conditions for the kind of learning and development that is especially important for effectively functioning in the 21st century. Taking a new approach to this long-debated issue, it looks at how a design research-based science of learning (with its practical models and related design research) can provide insights and integrated models of how human beings actually function and grow in the social dynamics of educational settings with all their affordances and constraints. More specifically: How can specific domains or subject matters be taught for broad intellectual development? How can technology be integrated in enhancing human functioning? How can the social organization of classroom learning be optimized to create social norms for promoting deep intellectual engagement and personal growth? Part I is concerned with broad conceptual and technical issues regarding cultivating intellectual potential, with a focus on how design research might fill in an important a niche in addressing these issues. Part II presents specific design work in terms of design principles, models, and prototypes.



Smartcuts

Smartcuts Author Shane Snow
ISBN-10 9783956232374
Release 2015-09-11
Pages 246
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In SMARTCUTS nimmt der New Yorker Journalist Shane Snow das unkonventionelle Verhalten diverser Overachiever der Geschichte unter die Lupe: Menschen und Unternehmen, die in unwahrscheinlich kurzer Zeit unglaubliche Dinge zuwege bringen. Und er zeigt, wie jeder von uns mit »Smartcuts« seine Gewohnheiten überdenken und seinen Erfolg beschleunigen kann. Warum ziehen manche Unternehmen in wenigen Monaten Millionen Kunden an, während andere floppen? Wie schafften es Alexander der Große, YouTube-Phänomen Michelle Phan und Tonight-Show-Moderator Jimmy Fallon, sich in kürzerer Zeit an die Spitze zu katapultieren, als die meisten von uns auf die nächste bescheidene Gehaltserhöhung warten müssen? Wie setzen sich schnell wachsende Unternehmen, Weltklasse-Herzchirurgen und Underdog-Vermarkter von der Masse ab? In allen Bereichen gibt es Querdenker, die wie Computerhacker neue und bessere Wege finden, um Erstaunliches zu bewerkstelligen. Seit jeher werden die größten Erfolge von jenen Menschen errungen, die sich weigern, den ausgetretenen Pfaden zu folgen, und sich über die Norm hinwegsetzen. In SMARTCUTS widerlegt Snow so manches vermeintliches Erfolgsrezept; er zeigt, warum es zwecklos ist, die »Mühlen zu durchlaufen«, warum Schulkinder keine Multiplikationstabellen auswendig zu lernen brauchen und warum es einfacher ist, ein großes anstelle eines kleinen Unternehmens aufzubauen. SMARTCUTS berichtet von Innovatoren, die es gewagt haben, anders zu arbeiten, und bietet Ihnen praktische Tipps. Sie lernen, wie Sie unternehmerische und technologische Begriffe auf den Erfolg anwenden können und wie auch Sie durch Nachahmung Ihren Wettbewerbern den Rang ablaufen, Ihr Unter nehmen wachsen lassen und Gesellschaftsprobleme schneller lösen können, als Sie es für möglich gehalten hätten.



Die Kunst des Game Designs

Die Kunst des Game Designs Author Jesse Schell
ISBN-10 9783958452848
Release 2016-06-15
Pages 680
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Grundlagen der Entwicklung und Konzeption klassischer Spiele von einem der weltweit führenden Game Designer Mehr als 100 Regeln und zentrale Fragen zur Inspiration für den kreativen Prozess Zahlreiche wertvolle Denkanstöße für die Konzeption eines erfolgreichen Spiels Jeder kann die Grundlagen des Game Designs meistern – dazu bedarf es keines technischen Fachwissens. Dabei zeigt sich, dass die gleichen psychologischen Grundprinzipien, die für Brett-, Karten- und Sportspiele funktionieren, ebenso der Schlüssel für die Entwicklung qualitativ hochwertiger Videospiele sind. Mit diesem Buch lernen Sie, wie Sie im Prozess der Spielekonzeption und -entwicklung vorgehen, um bessere Games zu kreieren. Jesse Schell zeigt, wie Sie Ihr Game durch eine strukturierte methodische Vorgehensweise Schritt für Schritt deutlich verbessern. Mehr als 100 gezielte Fragestellungen eröffnen Ihnen dabei neue Perspektiven auf Ihr Game, so dass Sie die Features finden, die es erfolgreich machen. Hierzu gehören z.B. Fragen wie: Welche Herausforderungen stellt mein Spiel an die Spieler? Fördert es den Wettbewerb unter den Spielern? Werden sie dazu motiviert, gewinnen zu wollen? So werden über hundert entscheidende Charakteristika für ein gut konzipiertes Spiel untersucht. Mit diesem Buch wissen Sie, worauf es bei einem guten Game ankommt und was Sie alles bedenken sollten, damit Ihr Game die Erwartungen Ihrer Spieler erfüllt und gerne gespielt wird. Zugleich liefert es Ihnen jede Menge Inspiration – halten Sie beim Lesen Zettel und Stift bereit, um Ihre neuen Ideen sofort festhalten zu können



Besser als die Wirklichkeit

Besser als die Wirklichkeit Author Jane McGonigal
ISBN-10 9783641097417
Release 2012-11-26
Pages 496
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Warum Computerspiele nicht blöd, sondern schlau machen Die Menschheit spielt. Immerzu. Überall. Ununterbrochen. Über 3 Milliarden Stunden werden jede Woche weltweit mit Spielen verbracht. Und die Zahl wächst, denn immer mehr Menschen erliegen der Faszination von Computerspielen. Aber muss man deshalb klagen über Isolation und Kulturverfall? – Jane McGonigal, laut »BusinessWeek« eine der zehn wichtigsten und innovativsten Spieleentwicklerinnen der Welt, kehrt die Perspektive um und stellt die spannende Frage: Was, wenn wir die immense Kreativität, die Leidenschaft und das Engagement, das wir ins Spielen investieren, für die reale Welt nutzbar machen? Computerspiele bieten Belohnungen, Herausforderungen und Siege, die uns die reale Welt nur allzu oft vorenthält. Aber wer sagt, dass wir das Potenzial von Spielen allein zur Wirklichkeitsflucht und zu Unterhaltungszwecken nutzen müssen? Für Jane McGonigal sind Gamer hoch kompetente Problemlöser und passionierte Teamplayer. Ihre bestechende These: Nutzen wir diese enormen Ressourcen doch, um unsere sozialen, wirtschaftlichen oder medizinischen Probleme zu lösen! Ein überwältigend neuer und überzeugender Blick auf die positive Wirkung, die im Spielen steckt – eine bahnbrechende Analyse, mit der Jane McGonigal eindrucksvoll bestätigt, dass sie von der Zeitschrift »Fast Company« zu Recht unter die »100 kreativsten Menschen der Wirtschaft« gewählt wurde!



Design and Implementation of Educational Games Theoretical and Practical Perspectives

Design and Implementation of Educational Games  Theoretical and Practical Perspectives Author Zemliansky, Pavel
ISBN-10 9781615207824
Release 2010-04-30
Pages 540
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"This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.



Designing Online Information Literacy Games Students Want to Play

Designing Online Information Literacy Games Students Want to Play Author Karen Markey
ISBN-10 9780810891432
Release 2014-03-12
Pages 302
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Designing Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments. The authors draw on their experience designing the BiblioBouts information literacy game, deploying it in dozens of college classrooms across the country, and evaluating its effectiveness for teaching students how to conduct library research. The multi-modal evaluation of BiblioBouts involved qualitative and quantitative data collection methods and analyses. Drawing on the evaluation, the authors describe how students played this particular information literacy game and make recommendations for the design of future information literacy games. You’ll learn how the game’s design evolved in response to student input and how students played the game including their attitudes about playing games to develop information literacy skills and concepts specifically and playing educational games generally. The authors describe how students benefited as a result of playing the game. Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. Best practices topics covered include pre-game instruction, rewards, feedback, the ability to review/change actions, ideal timing, and more. The final section of the book covers important concepts for future information literacy game design.



Games in Libraries

Games in Libraries Author Breanne A. Kirsch
ISBN-10 9780786474912
Release 2014-01-28
Pages 248
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"This essay collection discusses innovative uses of games in libraries and focuses on the game making process. The purpose of this book is to bring together distinctive uses of games in libraries or educational institutions and share these ideas with others to inspire the making and use of games by other librarians and educators.]"--



Technologies for E Learning and Digital Entertainment

Technologies for E Learning and Digital Entertainment Author Zhigeng Pan
ISBN-10 9783540697343
Release 2008-07-07
Pages 791
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This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.



Training Games

Training Games Author Steve Sugar
ISBN-10 9781562864514
Release 2006
Pages 128
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One of the most reliable tools to begin building an effective learning environment is through the use of classroom games. This book provides practical, step-by-step advice on how to select just the right game for an event, choose the format, facilitate the event, and evaluate your effectiveness. The authors provide 11 classroom-tested games that are easily adapted to liven up any learning event. The CD-ROM contains templates and worksheets you can start using immediately.



Digital Da Vinci

Digital Da Vinci Author Newton Lee
ISBN-10 9781493909650
Release 2014-08-01
Pages 292
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“Science is art,” said Regina Dugan, senior executive at Google and former director of DARPA. “It is the process of creating something that never exists before. ... It makes us ask new questions about ourselves, others; about ethics, the future.” This second volume of the Digital Da Vinci book series leads the discussions on the world’s first computer art in the 1950s and the actualization of Star Trek’s holodeck in the future with the help of artificial intelligence and cyborgs. In this book, Gavin Sade describes experimental creative practices that bring together arts, science and technology in imaginative ways; Mine Özkar expounds visual computation for good designs based on repetition and variation; Raffaella Folgieri, Claudio Lucchiari, Marco Granato and Daniele Grechi introduce BrainArt, a brain-computer interface that allows users to create drawings using their own cerebral rhythms; Nathan Cohen explores artificially created spaces that enhance spatial awareness and challenge our perception of what we encounter; Keith Armstrong discusses embodied experiences that affect the mind and body of participating audiences; Diomidis Spinellis uses Etoys and Squeak in a scientific experiment to teach the concept of physical computing; Benjamin Cowley explains the massively multiplayer online game “Green My Place” aimed at achieving behavior transformation in energy awareness; Robert Niewiadomski and Dennis Anderson portray 3-D manufacturing as the beginning of common creativity revolution; Stephen Barrass takes 3-D printing to another dimension by fabricating an object from a sound recording; Mari Velonaki examines the element of surprise and touch sensing in human-robot interaction; and Roman Danylak surveys the media machines in light of Marshall McLuhan’s dictum “the medium is the message.” Digital Da Vinci: Computers in the Arts and Sciences is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman.



Computer Games for Learning

Computer Games for Learning Author Richard E. Mayer
ISBN-10 9780262027571
Release 2014-07-18
Pages 281
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Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.



Designing Effective Instructional Tasks for Physical Education and Sports

Designing Effective Instructional Tasks for Physical Education and Sports Author David Charles Griffey
ISBN-10 0736041753
Release 2007
Pages 135
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Use Designing Effective Instructional Tasks for Physical Education and Sportsto -understand contemporary perspectives about learning, -create learning tasks that will motivate participants, and -design tasks for use with participants of all ages and abilities. There's more to helping participants develop motor skills than just coming up with relevant drills; if you want participants to succeed, you need to structure learning tasks to keep them interested, motivated, and engaged. But, while there are many resources available to help teachers and coaches improve their curriculum, teaching skills, and management, little has been written about the critical issue of effective task design . . . until now. Designing Effective Instructional Tasks for Physical Education and Sportsprovides future and practicing teachers and coaches with sound principles and practical tips for designing effective tasks for their students and athletes. The book differentiates between skills (the desired motor, fitness, cognitive, or social outcomes) and tasks (the instructional activities used in teaching each skill). Focusing primarily on motor skills, the book explains how to -analyze each skill being taught; -structure tasks to promote success; -develop tasks that are fun, engaging, and safe; -design tasks that stimulate cognitive engagement; and -assess participants' learning as part of the task. The text takes the most current research on learning and teaching movement activity and translates it into practical, down-to-earth suggestions for coaches and teachers. Using examples both in the gym and on the playing field, the book shows teachers and coaches alike how to develop instructional tasks that will keep participants interested and engaged—ultimately helping them to succeed. Loaded with student-friendly features, this book is an ideal resource for physical education and coaching methods or pedagogy courses. Each chapter includes a statement of objectives, learning activities, a summary, and extensive references. Effective task design is at the heart of effective teaching. Use Designing Effective Instructional Tasks for Physical Education and Sportsto learn how to create tasks that increase your participants' chances of success.



The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook Author Karl M. Kapp
ISBN-10 9781118677247
Release 2013-10-11
Pages 480
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Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.



For the Win

For the Win Author Kevin Werbach
ISBN-10 9781613630228
Release 2012-10-30
Pages 148
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Take your business to the next level—for the win Millions flock to their computers, consoles, mobile phones, tablets, and social networks each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world’s first course on gamification at the Wharton School. In their book, they reveal how game thinking—addressing problems like a game designer—can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more. In this illuminating guide, Werbach and Hunter reveal how game thinking can yield winning solutions to real-world business problems. Let the games begin!



Engineering the User Interface

Engineering the User Interface Author Miguel Redondo
ISBN-10 9781848001367
Release 2008-12-10
Pages 277
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Digital Divide (DD) is a term that defines the division between people, commu- ties, states, countries, etc. with respect to the access to the new Information and Communication Technologies (ICTs). Nowadays, it is essential to have tech- logical skills to work in a variety of jobs (i. e. administration, education, etc. ). Moreover, ICTs have become ubiquitous and they affect almost every aspect of our daily life. The way in which people face the task of using ICTs varies depending on a plethora of variables. The most analysed ones are the technological literacy and the educational level. These are two very important factors that strongly affect the success of the individuals in accessing ICTs. Unfortunately, these are not the only variables to consider. Some people suffer from mental and physical disabilities that are real impediments to access ICTs, and they must be studied in detail. How can we help disabled people to access ICTs? Can public telecentres deal with this task? Can the ICTs be used to improve the accessibility of disabled people? Which projects aim to reduce the digital divide? Are they addressed to disabled people? These are some of the questions that we will try to answer, at least partially, in this chapter. We believe that governments must invest to avert the DD, but they are not the only actors involved in this scenario.