Educational Philosophy · Gamification · Routledge · Teaching

Serious Play

 

Title: Serious Play

Authors: Catherine Beavis and Michael Dezuanni
English | 2017 | ISBN: 1138689416 | 251 Pages
Serious Play : Literacy, Learning and Digital Games

Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.

“This important study makes a major contribution to research and debate about the use of digital games in schools. Addressing a wide range of questions, from game-based literacies to coding narrative in Scratch and creativity with Minecraft, it nevertheless integrates a landscape which has long been fragmented and incoherent in educational debates. A welcome feature of the book is that its authoritative argument about games and learning rests on rich empirical research, respectful collaboration with teachers and students, and an enviable track record in this field of study.” – Andrew Burn, Professor of English, Media and Drama, University College London, UK

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Blended · Emerging Trends · Gamification · Mobile · Smart Education · Teaching

Deploying iPads in the Classroom

Title: Deploying iPads in the Classroom

Author: Guy Hart-Davis

English |  2017 | 569 Pages | ISBN : 1484229274

 Deploying iPads in the Classroom: Planning, Installing, and Managing iPads in Schools and Colleges


Master the skills and knowledge to plan and execute a deployment of iPads that will suit your school and your classroom. This book helps you evaluate your various options for deploying iPads—from configuring the tablets manually, through using Apple Configurator for imaging tablets, to subscribing to the heavy-duty Apple School Manager web service—and then shows you how to put your chosen approach into practice. Step-by-step instructions and practical examples walk you through the key questions you need to answer to get the most from your IT investment and then show you how to turn your decisions into deeds.
The iPad is a wonderful device for helping students to study more comfortably and learn more quickly. Apple’s popular tablet enables you to put in each student’s hands a full-power computer that enables her to access resources both on the school’s network and on the Internet; communicate via email, instant messaging, and video chat; and create digital content that she can submit effortlessly to your online marking system. Students love using the iPad—perhaps even more than teachers do!
What You’ll Learn
Plan your iPad deployment and choose the right iPad models, accessories, and apps
Image, configure, and deploy iPads in your classroom
Review tips, tricks, and techniques for managing iPads and keeping your digital classroom running smoothly

Who This Book Is For
Teachers and IT administrators at schools or colleges, and administrators and organizers in other bodies that need to deploy iPads en masse to conference attendees or hotel visitors

Books · Emerging Trends · Gamification · Teaching

Gaming Trends in P-12 Education

Title: Gaming Trends in P-12 Education

Author: Donna Russell

English | 2016 | ISBN: 146669629X | 699 Pages
Handbook of Research on Gaming Trends in P-12 Education

Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students.

The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.

Books · Emerging Trends · Gamification · Math · Play · Teaching

Mathematics Education for a New Era

Title: Mathematics Education for a New Era: Video Games as a Medium for Learning

Author: Keith Devlin

Mathematics Education for a New Era: Video Games as a Medium for Learning

English | 2011 | ISBN-10: 1568814313 | 218 pages

Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math.
Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics education, Mathematics Education for a New Era: Video Games as a Medium for Learning describes exactly what is involved in designing and producing successful math educational videogames that foster the innovative mathematical thinking skills necessary for success in a global economy.
Books · Gamification · Research · Smart Education

Game-based Learning Across the Lifespan

Title: Game-based Learning Across the Lifespan

Editor: Margarita Romero
English | 2017 | ISBN: 3319417959 | 154 Pages
Game-Based Learning Across the Lifespan

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 requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies.
In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.

Books · Gamification · Math · Teaching

Mathematics Education for a New Era

Title: Mathematics Education for a New Era

Author: Guy Keith Devlin

English | 2011 | ISBN-10: 1568814313 | 218 pages
Mathematics Education for a New Era: Video Games as a Medium for Learning

Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math.
Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce video games for mathematics education, Mathematics Education for a New Era: Video Games as a Medium for Learning describes exactly what is involved in designing and producing successful math educational video games that foster the innovative mathematical thinking skills necessary for success in a global economy.

Books · Emerging Trends · Gamification · Storytelling · Teaching

Teacher Craft

Title: Teacher Craft

Author: Seann Dikkers
English | June 18, 2015 | ISBN: 1312832568 | 165 Pages

TeacherCraft: How Teachers Learn to Use MineCraft in Their Classrooms

Teacher Craft is about how teachers learn to use new digital media. Teacher learning is central to reform and change across subject areas and age levels, but how much do we really know about how teachers learn to try new lessons in classrooms? Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers who claim it has transformed their classrooms. Its rapid adoption also provides a unique window of opportunity to look inside the recent memory of innovative teachers and unpack how they learned. Why did they pick Minecraft? More importantly, how did they pick Minecraft? Where did they hear about it? Who do they trust for ideas? How do they test new ideas? Can we begin to identify the trajectories of truly innovative teachers? It turns out, we can – and it may not be what you’d expect.

Educational Philosophy · Gamification · Springer · Uncategorized

Serious Games: Foundations, Concepts and Practice

Title: Serious Games: Foundations, Concepts and Practice
Aurhor: Ralf Dörner

 

English | 13 Sept. 2016 | ISBN: 3319406116 | 440 PagesSerious Games: Foundations, Concepts and Practice (Repost)

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment.

Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health.

To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use.

Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Books · Gamification · Math

Essential Mathematics for Games and Interactive Applications

Title: Essential Mathematics for Games and Interactive Applications (3rd Edition)

Authors: James M. Van Verth, Lars M. BishopEssential Mathematics for Games and Interactive Applications (3rd Edition) (Repost)
2015 | 624 Pages | ISBN: 1482250926
Developed from the authors’ popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes. Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting. The Foundation for Successful 3D Programming The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation. An Introduction to Creating Real and Active Virtual Worlds This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.
Educational Philosophy · Gamification · Smart Education · Teaching

Serious Games and Edutainment Applications

Entertainment Computing and Serious GamesTitle: Entertainment Computing and Serious Games
Authors: Ralf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig
English | 2016 | 549 Pages | ISBN : 3319461516

The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field.
The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.

Title: Serious Games and Edutainment Applications

Authors: Nikolaos Antonopolous, Minhua Ma, Lakhmi C. Jain
Published: 2011-12-09 | ISBN: 1447121600  | 520 pages

Serious Games and Edutainment Applications (repost)
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. Serious Games and Edutainment Applications 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.

Title: Serious Games and Edutainment Applications Volume II

Authors: Ma, Minhua, Oikonomou, Andreas (Eds.)

2017 | ISBN: 978-3-319-51645-5 | Publisher: Springer International Publishing | English | 702 pages

With the cSpringer: Serious Games and Edutainment Applications Volume IIontinued 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.