Books · Educational Philosophy · Research · Routledge · Teaching

Using Virtual Worlds in Educational Settings

Title: Using Virtual Worlds in Educational Settings

Author: Lisa Jacka

Routledge | English | 2018 | ISBN-10: 1138305588 | 114 pages

Using Virtual Worlds in Educational Settings

The building of communities outside of the traditional brick-and-mortar base of a school or university is at a significant point in time; virtual worlds bridge the gap between 2D web spaces online and 3D physical spaces of the classroom, providing teachers and students alike with opportunities to connect and collaborate in ways that were previously unimaginable. Providing insight into this new age of teaching, Using Virtual Worlds in Educational Settings presents a collection of practical, evidence-based ideas that illustrate the capacity for immersive virtual worlds to be integrated successfully in higher education and school settings.

Examining research and stories from more than 1,000 students and six faculty members who introduced virtual worlds into their teaching and learning, this book contains practical examples of how virtual worlds can be introduced and supported, as well as reflections from faculty and students about their response to virtual worlds. This research will help teachers understand how to approach such a fundamental shift in pedagogy, how to liberate themselves from teacher-focused instruction and how to help students to develop their skills through collaboration.

Outlining how and why virtual worlds could be the shift in pedagogy that teachers have been waiting for, Using Virtual Worlds in Educational Settings is an accessible, practical resource for educators to support their use of virtual worlds in teaching.

About the Author
Lisa Jacka is a lecturer in the School of Education at Southern Cross University, Australia.

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Books · Educational Philosophy · Teaching

Practitioner Enquiry

Title: Practitioner Enquiry

Author: George Gilchrist
Routledge | English | 2018 | ISBN-10: 1138293024 | 180 pages

Practitioner Enquiry

Practitioner Enquiry: Professional Development with Impact for Teachers, Schools and Systems offers an accessible, step-by-step guide to practitioner enquiry, describing what practitioner enquiry is, what its adoption in schools entails, and what research and experience says about its benefits and possible pitfalls. Written by an experienced Headteacher who has worked with many schools to support their own engagement with practitioner enquiry, and who has been using the approach himself for over eight years, the chapters examine all aspects of its theory, practice and engagement.

The book includes a variety of case studies to explore the effect of practitioner enquiry across a range of settings, and to show how you can bring about deep, sustainable and embedded change that has positive impacts for all learners. Chapters cover:

how you can create the conditions for succeeding with practitioner enquiry
the process of enquiring into your practice
the role of school leaders and teachers in successful enquiry processes
the benefits you may expect from such enquiry
case studies from a number of different contexts, showing enquiry in action
examples of research posters produced by teachers involved in enquiry.

Practitioner Enquiry serves as a much-needed injection of up-to-date research into the field, combining theory and practice in an engaging and comprehensive style. It will be key reading for teachers and school leaders in both primary and secondary sectors.

About the Author
George Gilchrist is a former Headteacher, whose last role was as leader of two primary schools in Scotland. He is a Fellow of the Scottish College for Educational Leadership, a member of the Scottish Educational Research Association and of the International Congress for School Effectiveness and Improvement. George has written extensively for professional texts and blogs. He has spoken regularly on leadership and learning and has his own blog which focuses on these areas.

Books · PBL · Play

UNBORED Games

Title: UNBORED Games: Serious Fun for Everyone

Author: Elizabeth Foy Larsen, Joshua Glenn
2014 | ISBN: 162040706X | English | 176 pages

UNBORED Games: Serious Fun for Everyone
UNBORED Games has all the smarts, creativity, and DIY spirit of the original UNBORED (“It’s a book! It’s a guide! It’s a way of life!” -Los Angeles Magazine), but with a laser-like focus on the activities we do for pure fun: to while away a rainy day, to test our skills and stretch our imaginations-games. There are more than seventy games here, 50 of them all new, plus many more recommendations, and they cover the full gambit, from old-fashioned favorites to today’s high-tech games. The book offers a gold mine of creative, constructive fun: intricate clapping games, bike rodeo, Google Earth challenges, croquet golf, capture the flag, and the best ever apps to play with Grandma, to name only a handful. Gaming is a whole culture for kids to explore, and the book will be complete with gaming history and interviews with awesome game designers. The lessons here: all games can be self-customized, or hacked. You can even make up your own games. Some could even change the world.

The original UNBORED has taken its place as a much beloved, distinctly contemporary family brand. UNBORED Games extends the franchise — to be followed by UNBORED Adventure — in a new handy flexibound format, illustrated in full color throughout. Soon, there will be a whole shelf of serious fun the whole family can enjoy indoors, outdoors, online and offline.

UNBORED Adventure: 70 Seriously Fun Activities for Kids and Their FamiliesTitle: UNBORED Adventure: 70 Seriously Fun Activities for Kids and Their Families
Authors: Joshua Glenn, Elizabeth Foy Larsen
English | 2015 | ISBN: 1632860961 | 176 pages

UNBORED Adventure has all the smarts, innovation, and free-wheeling spirit of the original UNBORED and its 2014 spinoff, UNBORED Games, but with a fresh focus on encouraging kids to break out of their techno-passivity and explore the world around them–whether that’s a backyard, a downtown, or a forest. Combining old-fashioned favorites with today’s high-tech possibilities, the book offers a goldmine of creative, constructive activities that kids can do on their own or with their families. From camouflage techniques, survival skills, and cloudspotting advice to instructions on how to build an upcycled kite or raft, to using apps to navigate and explore, it’s all here–along with comics that dive into the secret history of everything from bicycling to women explorers. A fun corrective to our over-anxious parenting culture, UNBORED Adventure encourages kids to become more independent and resilient, to solve problems and ask questions, and to engage with both their community and natural environment.

Emerging Trends · Mobile · Serious Games · Smart Education · Teaching

New Trends in E-service and Smart Computing

Title: New Trends in E-service and Smart Computing

Author: Tokuro Matsuo
English | 2018 | 116 Pages | ISBN : 3319706349

New Trends in E-service and Smart Computing

This book examines theoretical and practical aspects of emerging technologies in e-service and artificial intelligence from an academic and professional viewpoint. To do so, it focuses on three major areas: the development of novel user support systems; development of smart mobility; and emerging technologies in Artificial Intelligence (AI).

With regard to the development of novel user support systems, Chapter 1 introduces alternative ingredients recommendation using data on co-occurrence relation and ingredients categories to support cooking, while Chapter 2 introduces a study on location information inference using data acquired by low-energy Bluetooth devices. Turning to the development of smart mobility, Chapter 3 highlights a sustainable information infrastructure project for smart mobility systems. In addition, Chapter 4 presents a lifecycle-oriented development process to improve requirements and design in terms of uncertainties to provide sustainable information architectures for smart mobility.

In the book’s third and last part – emerging technologies in AI – Chapter 5 presents a summarization task for sports events on Twitter, focusing on an abstract approach based on sub-events during the sports event. Chapter 6 discusses the generation of headlines using a recurrent neural network based on a machine translation approach. Lastly, Chapter 7 explores customer behavior analysis using enthusiasm analysis, an approach that estimates customers’ activation levels.

The book gathers a selection of the highest-quality papers presented at the 4th International Congress on Advanced Applied Informatics, held on July 12–16, 2015 in Okayama, Japan. Given the breadth of its coverage, it offers a valuable resource for practitioners, researchers and students alike.

Emerging Trends · Gamification · ICT · Mobile · Serious Games · Smart Education · Teaching

E-Learning and Games

Title: E-Learning and Games: 11th International Conference

Authors: Feng Tian, Christos Gatzidis, Abdennour El Rhalibi, Wen Tang, Fred Charles
Edutainment 2017, Bournemouth, UK
English | 2017 | ISBN: 3319658484 | 308 Pages

E-Learning and Games: 11th International Conference, Edutainment 2017
This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held in Bournemouth, United Kingdom, in June 2017. The 19 full and 17 short papers presented were carefully reviewed and selected from 47 submissions. They are organized in the following topical sections: Virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; E-learning and game.

Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and ImprovementTitle: Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement

Editors: Christian Sebastian Loh, Yanyan Sheng, Dirk Ifenthaler

2015 | pages: 497 | ISBN: 3319058339

 

This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.

Gamification · Organizations · Play · Serious Games

Why Games Are Good For Business

Title: Why Games Are Good For Business

Author: Helen Routledge

2016 | ISBN: 1137448962 | English | 215 pages

Why Games Are Good For Business: How to Leverage the Power of Serious Games, Gamification and Simulations. By tapping into the same psychology that keeps gamers glued to Minecraft or World of Warcraft, innovative organizations are creating their own engaging
and flexible learning experiences. They’re called Serious Games. This is a practical toolkit for those who want to learn about more serious games and how to apply them in the workplace.
Books · Emerging Trends · Gamification · Play · Serious Games · Springer · Uncategorized

Serious Games and Edutainment Applications

Title: Serious Games and Edutainment Applications Volume II

Authors: Ma, Minhua, Oikonomou, Andreas
2017 | ISBN: 978-3-319-51645-5 | Publisher: Springer International Publishing | English | 702 pages

Springer: Serious Games and Edutainment Applications Volume II
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field.
Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education.
This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Title: Serious Games and Edutainment Applications Volume I

Serious Games and Edutainment Applications

Author: Minua Ma,  Andreas Oikonomou

English | December 9th, 2011 | ASIN: B007EMISMO, ISBN: 1447121600, 1447158113 | 504 pages


The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain.

The book offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area.

The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.
Books · Emerging Trends · Higher Ed · ICT · Serious Games

Simulation and Serious Games for Education

Title: Simulation and Serious Games for Education

Authors: Yiyu Cai, Sui Lin Goei

Simulation and Serious Games for Education
2016 | ISBN-10: 9811008604 | 156 pages


This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 12, 2014).

It covers three major domains of education applications that use simulation and serious games: Science, Technology, Engineering and Mathematics (STEM) Education; Special Needs Education and Humanity and Social Science Education.

Researchers and developers in simulation and serious games for education benefit from this book, and it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

Books · Educational Philosophy · Gamification · Play · Teaching

Technologies of Inclusive Well-Being

Title: Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy

Authors: Anthony Lewis Brooks, Sheryl Brahnam, Lakhmi C. Jain
2014 | 365 Pages | ISBN: 3642454313

 

Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy (Repost)

This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of people spanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these topics to demonstrate the increasing trans/inter/multi-disciplinary initiatives apparent today in science, medicine, and academic research interdisciplinary initiative that are already profoundly impacting society.

Books · Coding · Educational Philosophy · Emerging Trends · Gamification · Play · STEM · Teaching

Getting Started with Lego Robotics

Getting Started with LEGO Robotics: A Guide for K-12 EducatorsTitle: Getting Started with LEGO Robotics: A Guide for K-12 Educators

Author: Mark Gura
English | June 1st, 2011 | ASIN: B0069VWWPK, ISBN: 1564842983 | 281 pages

Wouldn’t it be nice if there was a golden ticket to STEM education? Something that incorporated science, technology, math, and the most elusive of all, engineering? What if it could be applied as part of a lesson, as a class on its own, or as an after-school club? Sound too good to be true? It’s not. The golden ticket is robotics. It’s hard to find a better way to teach STEM education.

And the best part is it’s hands on, multidisciplinary, collaborative, an authentic learning experience, and engaging! LEGO Robotics has exploded in popularity, but despite the obvious benefits, many educators are hesitant to begin a program in their school because it seems challenging. Mark Gura has written this book to encourage you to give robotics a try.

Although starting a robotics program may seem like a daunting task, Gura brings together the information you need and presents it in a manageable, organized way so that you learn what LEGO Robotics is, what student activities look like, how to begin, how to manage a class, how robotics relate to standards, and much more. Gura concludes with more than a dozen interviews with educators, trainers, and even a student, so you can receive first-hand advice and recommendations. After reading this book you will be on your way to introducing your students to LEGO Robotics activities and competitions!

Features: A comprehensive introduction to LEGO Robotics, from a description of the materials to advice on classroom setup and curricular integration; recommendations for implementing LEGO Robotics—as a FIRST LEGO League team, an extracurricular club, or a class; an appendix with more than 100 resources including links to materials, information on getting started, videos, and more.

Building Language Using LEGO® Bricks : A Practical Guide

Title: Building Language Using LEGO® Bricks : A Practical Guide

Author: Dawn Ralph and Jacqui Rochester

English | 2016 | ISBN: 1785920618 | 153 Pages

Building Language using LEGO® Bricks is a flexible and powerful intervention tool designed to aid children with severe receptive and expressive language disorders, often related to autism and other special educational needs.

This practical manual equips you for setting up and adapting your own successful sessions. Downloadable resources enable you to chart progress in the following key areas:
– The use of receptive and expressive language
– The use and understanding of challenging concepts
– Joint attention LEGO and Philosophy: Constructing Reality Brick By Brick
– Social communication
Help children with complex needs to communicate with this unique tool, derived from the highly effective LEGO®-Based Therapy.

Title: LEGO and Philosophy: Constructing Reality Brick byBrick

Author:  Roy T. Cook, Sondra Bacharach
English | June 15th, 2017 | ASIN: B072Y8K2C7, ISBN: 1119193974 | 207 Pages

How profound is a little plastic building block? It turns out the answer is “very”! 22 chapters explore philosophy through the world of LEGO which encompasses the iconic brick itself as well as the animated televisions shows, feature films, a vibrant adult fan base with over a dozen yearly conventions, an educational robotics program, an award winning series of videogames, hundreds of books, magazines, and comics, a team-building workshop program for businesses and much, much more.

    • • Dives into the many philosophical ideas raised by LEGO bricks and the global multimedia phenomenon they have created
    • • Tackles metaphysical, logical, moral, and conceptual issues in a series of fascinating and stimulating essays
    • • Introduces key areas of philosophy through topics such as creativity and play, conformity and autonomy, consumption and culture, authenticity and identity, architecture, mathematics, intellectual property, business and environmental ethics
    • • Written by a global group of esteemed philosophers and LEGO fans
    • A lively philosophical discussion of bricks, minifigures, and the LEGO world that will appeal to LEGO fans and armchair philosophers alike.

About the Authors
Roy T. Cook is CLA Scholar of the College and Professor of Philosophy at the University of Minnesota, Twin Cities, and Resident Fellow at the Minnesota Center for the Philosophy of Science. He is the author of Paradoxes (Polity, 2013) and The Yablo Paradox (2014), the editor of The Arché Papers on the Mathematics of Abstraction (2007), and co-editor of The Art of Comics: A Philosophical Approach (Wiley Blackwell, 2012) and The Routledge Companion to Comics (2016). No matter how much LEGO he buys, he never seems to have enough headlight bricks.

Sondra Bacharach is Senior Lecturer in the philosophy department at Victoria University of Wellington, New Zealand. She works in philosophy of art and philosophy for children. She is co-editor of Collaborating Now: Art in the Twenty-first Century (2016) and is the former co-editor of the American Society for Aesthetics Newsletter. When she’s not doing philosophy, she can be found building Classic Spaceships (Spaceship, Spaceship, SPACESHIP!) with her kids’ big box of LEGO.