Author: Margaret E. Gredler
Publisher: Routledge
ISBN: 9780884151579
Category : Educational games
Languages : en
Pages : 0
Book Description
Although the use of games and simulations in training has been growing for more than 30 years, the field still lacks a comprehensive guide to their design and evaluation. This book fills that gap. Designing and Evaluating Games and Simulations provides a practical model to help trainers and teachers design games and simulations. It is based on an analysis of the role of academic games in the classroom and the different processes that propel different simulations. The author covers games for the educational setting, including computer and non-computer games; tactical decision-making simulations and the role of technology; social interaction simulations and debriefing. This book helps users to evaluate games and simulations and redesign flawed ones. The designer is provided with a variety of creative ideas for developing simulations for use in education and training. Throughout the book the author uses examples and case studies to illustrate her points. Designing and Evaluating Games and Simulations will be of interest to designers and users of games and simulations at all levels of education and training.
Designing and Evaluating Games and Simulations
Author: Margaret E. Gredler
Publisher: Routledge
ISBN: 9780884151579
Category : Educational games
Languages : en
Pages : 0
Book Description
Although the use of games and simulations in training has been growing for more than 30 years, the field still lacks a comprehensive guide to their design and evaluation. This book fills that gap. Designing and Evaluating Games and Simulations provides a practical model to help trainers and teachers design games and simulations. It is based on an analysis of the role of academic games in the classroom and the different processes that propel different simulations. The author covers games for the educational setting, including computer and non-computer games; tactical decision-making simulations and the role of technology; social interaction simulations and debriefing. This book helps users to evaluate games and simulations and redesign flawed ones. The designer is provided with a variety of creative ideas for developing simulations for use in education and training. Throughout the book the author uses examples and case studies to illustrate her points. Designing and Evaluating Games and Simulations will be of interest to designers and users of games and simulations at all levels of education and training.
Publisher: Routledge
ISBN: 9780884151579
Category : Educational games
Languages : en
Pages : 0
Book Description
Although the use of games and simulations in training has been growing for more than 30 years, the field still lacks a comprehensive guide to their design and evaluation. This book fills that gap. Designing and Evaluating Games and Simulations provides a practical model to help trainers and teachers design games and simulations. It is based on an analysis of the role of academic games in the classroom and the different processes that propel different simulations. The author covers games for the educational setting, including computer and non-computer games; tactical decision-making simulations and the role of technology; social interaction simulations and debriefing. This book helps users to evaluate games and simulations and redesign flawed ones. The designer is provided with a variety of creative ideas for developing simulations for use in education and training. Throughout the book the author uses examples and case studies to illustrate her points. Designing and Evaluating Games and Simulations will be of interest to designers and users of games and simulations at all levels of education and training.
Using Games and Simulations for Teaching and Assessment
Author: Harold F. O'Neil
Publisher: Routledge
ISBN: 1317814673
Category : Computers
Languages : en
Pages : 337
Book Description
Incorporates several innovative and increasingly popular subject areas, including the gamification of education, assessment, and STEM subjects Combines research and authorship from both civilian and military worlds as well as interdisciplinary fields Rigorously defines and analyzes the criteria of selecting, designing, implementing, and evaluating emerging educational technologies while offering implications for future use
Publisher: Routledge
ISBN: 1317814673
Category : Computers
Languages : en
Pages : 337
Book Description
Incorporates several innovative and increasingly popular subject areas, including the gamification of education, assessment, and STEM subjects Combines research and authorship from both civilian and military worlds as well as interdisciplinary fields Rigorously defines and analyzes the criteria of selecting, designing, implementing, and evaluating emerging educational technologies while offering implications for future use
Gaming and Simulations: Concepts, Methodologies, Tools and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1609601963
Category : Games & Activities
Languages : en
Pages : 2084
Book Description
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Publisher: IGI Global
ISBN: 1609601963
Category : Games & Activities
Languages : en
Pages : 2084
Book Description
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Games and Simulations in Online Learning
Author: David Gibson
Publisher: IGI Global
ISBN:
Category : Computers
Languages : en
Pages : 428
Book Description
"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.
Publisher: IGI Global
ISBN:
Category : Computers
Languages : en
Pages : 428
Book Description
"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.
Learning Science Through Computer Games and Simulations
Author: National Research Council
Publisher: National Academies Press
ISBN: 0309212669
Category : Education
Languages : en
Pages : 174
Book Description
At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Publisher: National Academies Press
ISBN: 0309212669
Category : Education
Languages : en
Pages : 174
Book Description
At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Theoretical Issues of Using Simulations and Games in Educational Assessment
Author: Harold F. O'Neil
Publisher: Routledge
ISBN: 1000427617
Category : Education
Languages : en
Pages : 274
Book Description
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.
Publisher: Routledge
ISBN: 1000427617
Category : Education
Languages : en
Pages : 274
Book Description
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.
Designing Games and Simulations
Author: Cathy S. Greenblat
Publisher:
ISBN: 9780802929563
Category : Game theory
Languages : en
Pages : 0
Book Description
Publisher:
ISBN: 9780802929563
Category : Game theory
Languages : en
Pages : 0
Book Description
Training Games
Author: Susan El-Shamy
Publisher: Taylor & Francis
ISBN: 1000981398
Category : Education
Languages : en
Pages : 127
Book Description
Games constitute a wonderful tool for engaging learners and reinforcing learning.This is a practical and entertaining introduction to using games and structured learning activities in training. It is the first book to combine gaming rationale, hands-on advice and sample games. Susan El-Shamy begins with an overview of the benefits of using games, touches on the learning psychology foundations of game playing, describes the most common types of games, and provides guidelines for choosing games appropriate for given objectives.She offers seasoned advice on how to set up and conduct games and on how to assess their effectiveness. She concludes with suggestions on how to adapt existing games and activities to new purposes and, beyond that, on how the reader can create and design his or her own games.The book includes a resource list of commercially available games and related Web sites.Susan El-Shamy admirably succeeds in demonstrating how games promote serious learning in adult training. If you are new to games, this book will allay your concerns about using them. If you are a veteran user of games, here are new ideas, including an introduction to e-games. All readers will appreciate the Ultimate Training Games Assessment form for evaluating games and as a guide to creating their own.
Publisher: Taylor & Francis
ISBN: 1000981398
Category : Education
Languages : en
Pages : 127
Book Description
Games constitute a wonderful tool for engaging learners and reinforcing learning.This is a practical and entertaining introduction to using games and structured learning activities in training. It is the first book to combine gaming rationale, hands-on advice and sample games. Susan El-Shamy begins with an overview of the benefits of using games, touches on the learning psychology foundations of game playing, describes the most common types of games, and provides guidelines for choosing games appropriate for given objectives.She offers seasoned advice on how to set up and conduct games and on how to assess their effectiveness. She concludes with suggestions on how to adapt existing games and activities to new purposes and, beyond that, on how the reader can create and design his or her own games.The book includes a resource list of commercially available games and related Web sites.Susan El-Shamy admirably succeeds in demonstrating how games promote serious learning in adult training. If you are new to games, this book will allay your concerns about using them. If you are a veteran user of games, here are new ideas, including an introduction to e-games. All readers will appreciate the Ultimate Training Games Assessment form for evaluating games and as a guide to creating their own.
Gamification in Education: Breakthroughs in Research and Practice
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1522551999
Category : Education
Languages : en
Pages : 690
Book Description
Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.
Publisher: IGI Global
ISBN: 1522551999
Category : Education
Languages : en
Pages : 690
Book Description
Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.
The Design and Use of Simulation Computer Games in Education
Author:
Publisher: BRILL
ISBN: 908790312X
Category : Education
Languages : en
Pages : 312
Book Description
"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
Publisher: BRILL
ISBN: 908790312X
Category : Education
Languages : en
Pages : 312
Book Description
"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