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Describing and Studying Domain-Specific Serious Games

Describing and Studying Domain-Specific Serious Games PDF Author: Joke Torbeyns
Publisher: Springer
ISBN: 3319202766
Category : Education
Languages : en
Pages : 261

Book Description
This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and the influence of learners’ domain-specific and game competencies. The integration of serious games into the curriculum and subsequent performance and motivation outcomes are also presented.

Describing and Studying Domain-Specific Serious Games

Describing and Studying Domain-Specific Serious Games PDF Author: Joke Torbeyns
Publisher: Springer
ISBN: 3319202766
Category : Education
Languages : en
Pages : 261

Book Description
This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and the influence of learners’ domain-specific and game competencies. The integration of serious games into the curriculum and subsequent performance and motivation outcomes are also presented.

Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Instructional Techniques to Facilitate Learning and Motivation of Serious Games PDF Author: Pieter Wouters
Publisher: Springer
ISBN: 3319392980
Category : Education
Languages : en
Pages : 220

Book Description
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.

Games and Learning Alliance

Games and Learning Alliance PDF Author: Kristian Kiili
Publisher: Springer Nature
ISBN: 3031221249
Category : Computers
Languages : en
Pages : 356

Book Description
This book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.

Virtual and Augmented Reality, Simulation and Serious Games for Education

Virtual and Augmented Reality, Simulation and Serious Games for Education PDF Author: Yiyu Cai
Publisher: Springer Nature
ISBN: 9811613613
Category : Technology & Engineering
Languages : en
Pages : 188

Book Description
This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.

STEM, Robotics, Mobile Apps in Early Childhood and Primary Education

STEM, Robotics, Mobile Apps in Early Childhood and Primary Education PDF Author: Stamatios Papadakis
Publisher: Springer Nature
ISBN: 9811905681
Category : Education
Languages : en
Pages : 620

Book Description
This book brings together a collection of work from around the world in order to consider effective STEM, robotics, mobile apps education from a range of perspectives. It presents valuable perspectives—both practical and theoretical—that enrich the current STEM, robotics, mobile apps education agenda. As such, the book makes a substantial contribution to the literature and outlines the key challenges in research, policy, and practice for STEM education, from early childhood through to the first school age education. The audience for the book includes college students, teachers of young children, college and university faculty, and professionals from fields other than education who are unified by their commitment to the care and education of young children.

Interdisciplinary Design of Game-based Learning Platforms

Interdisciplinary Design of Game-based Learning Platforms PDF Author: Fengfeng Ke
Publisher: Springer
ISBN: 3030043398
Category : Education
Languages : en
Pages : 156

Book Description
This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.

ECGBL 2021 15th European Conference on Game-Based Learning

ECGBL 2021 15th European Conference on Game-Based Learning PDF Author: Panagiotis Fotaris
Publisher: Academic Conferences Limited
ISBN: 1914587138
Category : Computers
Languages : en
Pages :

Book Description


Web Accessibility

Web Accessibility PDF Author: Yeliz Yesilada
Publisher: Springer
ISBN: 1447174402
Category : Computers
Languages : en
Pages : 807

Book Description
Covering key areas of evaluation and methodology, client-side applications, specialist and novel technologies, along with initial appraisals of disabilities, this important book provides comprehensive coverage of web accessibility. Written by leading experts in the field, it provides an overview of existing research and also looks at future developments, providing a much deeper insight than can be obtained through existing research libraries, aggregations, or search engines.

Handbook of Research on International Approaches and Practices for Gamifying Mathematics

Handbook of Research on International Approaches and Practices for Gamifying Mathematics PDF Author: Huertas-Abril, Cristina A.
Publisher: IGI Global
ISBN: 1799896625
Category : Education
Languages : en
Pages : 422

Book Description
Game-based resources provide opportunities to consolidate and develop a greater knowledge and understanding of both mathematical concepts and numeracy skills, which present opportunities and challenges for both teachers and learners when engaging with subject content. For learners for whom the language of instruction is not their first or main language, this can present challenges and barriers to their progress. This requires teachers to reconsider and adapt their teaching strategies to ensure the needs of these learners are fully addressed, thereby promoting inclusion and inclusive practices. The Handbook of Research on International Approaches and Practices for Gamifying Mathematics provides relevant theoretical frameworks and the latest empirical research findings in teaching and learning mathematics in bilingual/plurilingual education by using active methodologies, specifically gamification and game-based learning and teaching. Covering a wide range of topics such as e-safety, bilingual education, and multimodal mathematics, this major reference work is ideal for policymakers, researchers, academicians, practitioners, scholars, instructors, and students.

Human-Computer Interaction – INTERACT 2021

Human-Computer Interaction – INTERACT 2021 PDF Author: Carmelo Ardito
Publisher: Springer Nature
ISBN: 3030856232
Category : Computers
Languages : en
Pages : 732

Book Description
The five-volume set LNCS 12932-12936 constitutes the proceedings of the 18th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2021, held in Bari, Italy, in August/September 2021. The total of 105 full papers presented together with 72 short papers and 70 other papers in these books was carefully reviewed and selected from 680 submissions. The contributions are organized in topical sections named: Part I: affective computing; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; augmented reality; computer supported cooperative work. Part II: COVID-19 & HCI; croudsourcing methods in HCI; design for automotive interfaces; design methods; designing for smart devices & IoT; designing for the elderly and accessibility; education and HCI; experiencing sound and music technologies; explainable AI. Part III: games and gamification; gesture interaction; human-centered AI; human-centered development of sustainable technology; human-robot interaction; information visualization; interactive design and cultural development. Part IV: interaction techniques; interaction with conversational agents; interaction with mobile devices; methods for user studies; personalization and recommender systems; social networks and social media; tangible interaction; usable security. Part V: user studies; virtual reality; courses; industrial experiences; interactive demos; panels; posters; workshops. The chapter ‘Stress Out: Translating Real-World Stressors into Audio-Visual Stress Cues in VR for Police Training’ is open access under a CC BY 4.0 license at link.springer.com. The chapter ‘WhatsApp in Politics?! Collaborative Tools Shifting Boundaries’ is open access under a CC BY 4.0 license at link.springer.com.