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In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching...
Persistent link: https://www.econbiz.de/10011726837
"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...
Persistent link: https://www.econbiz.de/10011726124
"With an increasing use of video games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by...
Persistent link: https://www.econbiz.de/10011726782
"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...
Persistent link: https://www.econbiz.de/10011726800
1. Personalisation through technology-enhanced learning / Gráinne Conole -- 2. Breaking the hierarchy / Beth Granter -- 3. PLE / Sabrina Leone -- 4. Community@Brighton / Stan Stanier -- 5. eLearning / Barbara Newland, Maria-Christiana Papaefthimiou -- 6. Personalising teaching and learning with...
Persistent link: https://www.econbiz.de/10011726640
During the past two decades, telecommunication and Web-enabled technologies have combined to create a new field of knowledge known as 'Web-Based Learning and Teaching Technologies'. The main objective of this book is to learn from faculty experiences gained while implementing and utilizing these...
Persistent link: https://www.econbiz.de/10011726704
"This book focuses on an in-depth assessment on strategies and instructional design practices appropriate for the flipped classroom model, highlighting the benefits, shortcoming, perceptions, and academic results of the flipped classroom model"--Provided by publisher.
Persistent link: https://www.econbiz.de/10011727924
This book challenges scholars and researchers to answer questions such as: How can game design be improved to foster ethical thinking and discourse? What are the theories and methodologies that will help us understand, model, and assess ethical thinking in games? How do we use games in...
Persistent link: https://www.econbiz.de/10011726768
An overview of accessibility and usability of educational games / Marion A. Hersh, Barbara Leporini -- Usability of online virtual learning environments: key issues for instructors and learners / Ian John Cole -- Educating university students: can mobile technologies help? / Geraldine Ryan ......
Persistent link: https://www.econbiz.de/10011727512
"This book clarifies the new technologies, applications, and research in computer-supported learning. It helps students, teachers, and researchers gain a larger understanding of this field and the trends that are driving computer-supported learning forward"--Provided by publisher.
Persistent link: https://www.econbiz.de/10011725782