Beyond Edutainment Exploring The Educational Potential Of Computer Games


Download Beyond Edutainment Exploring The Educational Potential Of Computer Games PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get Beyond Edutainment Exploring The Educational Potential Of Computer Games book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages.

Download

Beyond Edutainment: Exploring the Educational Potential of Computer Games


Beyond Edutainment: Exploring the Educational Potential of Computer Games

Author: Simon Egenfeldt-Nielsen

language: en

Publisher: Lulu.com

Release Date: 2011-01-25


DOWNLOAD





Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. These years the area has gained new momentum and labels - game-based learning, serious games and educational games are just some of them. This dissertation aims to be a contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. The framework laid out extends from an experiential learning approach, where concrete experiences are the starting point that can be transformed through reflection, instruction and active experimentation. It is concluded that computer games provide rich concrete experience that can be manipulated in the game universe providing more handles for the student compared to other media formats.

Radical Solutions and eLearning


Radical Solutions and eLearning

Author: Daniel Burgos

language: en

Publisher: Springer Nature

Release Date: 2020-05-22


DOWNLOAD





Educational Technology is the right couple to a radical innovation. Thanks to the appropriate technology in the right context with the best fit to the target audience, education can be drastically improved, meaning a better performance, competence achievement, match with the user’s expectations and with the market needs. Serious games, Virtual reality, Augmented reality, Remote labs, Online learning, Blockchain, Mobile learning and many other key technologies allow for a better explanation of so many subjects, and even more: for a complete student involvement and a full teacher engagement into the educational system. Technology gives another angle to the same content, provides the user with a personalised experience and pushes the limits of knowledge a little further, every time. This book presents a number of radical innovations through technology, from experienced cases studies, to be replicated and inspired by; a powerful resource handbook for cutting-edge education.

Gaming and Cognition: Theories and Practice from the Learning Sciences


Gaming and Cognition: Theories and Practice from the Learning Sciences

Author: Van Eck, Richard

language: en

Publisher: IGI Global

Release Date: 2010-05-31


DOWNLOAD





"This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.