Download Handbook of Research on Effective Electronic Gaming in by Richard E. Ferdig PDF

By Richard E. Ferdig

Video games and gaming have continuously been an immense a part of society and tradition. in the final 35 years, as a result of quite a few expertise techniques, digital video games in lots of codecs haven't merely turn into ubiquitous in daily leisure existence yet have additionally permeated many pro fields and disciplines for a number of reasons together with instructing and studying.

The Handbook of study on potent digital Gaming in schooling provides a framework for figuring out video games for tutorial reasons whereas supplying a broader feel of present similar examine. Compiling over 50 groundbreaking study reports from prime overseas gurus within the box, this complex and uniquely accomplished reference is a must have for tutorial and learn libraries and for all these drawn to increasing their theoretical and sensible wisdom of the fascinating box of digital gaming.

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Additional resources for Handbook of Research on Effective Electronic Gaming in Education Set of 3

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USA This chapter uses a four-part framework of knowledge, learner, assessment and community to discuss design considerations for building a computational model of learning. A teaching simulation—simSchool—helps illustrate selected psychological, physical, and cognitive models and how intelligence can be represented in software agents. The design discussion includes evolutionary perspectives on artificial intelligence and the role of the conceptual assessment framework for automating feedback to the simulation user.

There is nothing much good that can come out of such activities. The reason we have violence in the schools is because of kids playing games like that. For those of us interested in electronic gaming, we have probably been presented with that mindset our entire lives. However, there has been a foundation of research building recently that has suggested that gaming might not be so bad after all. Kafai (1998) began writing about children designing games. Gee (2003) wrote about games in relation to literacy and language learning.

It focuses on four main facets of the real-world educational experience: adapting content to an individual student, the rigorous evaluation of educational media, the ease of modification of educational games, and the application of games to new domains and teaching techniques. The chapter then suggests how we as designers and developers can make strides towards incorporating these lacking elements into how we build and use educational games. The author hopes that this discussion can be used to foster discussion about where the field could be and should be going in the near future.

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