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In the past, interactivity has often been studied from the perspective of a particular subject area. Much effort has been expended on classifying and ...Savoir plus
The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in tu...Savoir plus
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate ...Savoir plus
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This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It p...Savoir plus
This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical...Savoir plus
The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to...Savoir plus
This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for perfor...Savoir plus
This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of ...Savoir plus
The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings....Savoir plus
This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to impro...Savoir plus
As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate,...Savoir plus
Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now be...Savoir plus
This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It p...Savoir plus
The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design re...Savoir plus
The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in tu...Savoir plus
Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and wh...Savoir plus
This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of ...Savoir plus
Technologic and virtual development is growing, creating an environment of online gaming that can be used as an effective and motivational instrument ...Savoir plus
As society continues to experience increases in technological innovations, various industries must rapidly adapt and learn to incorporate these advanc...Savoir plus
The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design re...Savoir plus
This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers wh...Savoir plus
Modern technology has enhanced many aspects of life, including classroom education. By offering virtual learning experiences, educational systems can ...Savoir plus