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.
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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.

Books · Bootcamp · Educational Philosophy · Emerging Trends · Experiential · Gamification · Higher Ed · Teaching

IT Through Experiential Learning

Title: IT Through Experiential Learning: Learn, Deploy and Adopt IT through Gamification

Author: Shreekant Shiralkar
2016 | ISBN-10: 1484224205 | 98 pages

 

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This concise book shows readers how experiential learning can be used to overcome the challenges posed in applying and delivering information technology (IT) to their business needs through innovative, game-based approach.

Technology innovations and evolving business models are part of a rapid change that is forcing corporate and management professionals to learn, deploy, and adopt IT in new ways in order to maintain a competitive advantage. Many are doing this through experiential learning. You’ll begin by reviewing the basics of experiential learning and its relevance to IT, followed by six chapters that apply the hands-on concept through various scenarios.

Make IT Through Experiential Learning one of your valued resources today.
What You’ll Learn:

  • Innovative and proven IT-related application scenarios
  • Generic management and leadership skill development
  • Guidance for applying the learning methods for generating extraordinary results over conventional methods

Who This Book Is For:

IT professionals, higher education students, and those engaged in training and organizational development.

Books · Gamification · Teaching · Uncategorized

Facilitate Learning and Motivation of Serious Games

Title: Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Author: Pieter Wouters
English | ISBN: 3319392964 | 2016 | 218 pages


The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.

Gamification · ICT · Storytelling · Teaching

Gamification: Using Game Elements in Serious Contexts

Title: Gamification: Using Game Elements in Serious Contexts

Authors: Stefan Stieglitz, Christoph Lattemann
2016 | ISBN-10: 3319455559 | 164 pages

 

This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.

Simulation and Serious Games for Education

Title: Simulation and Serious Games for Education

Authors: Yiyu Cai, Sui Lin Goei,
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.