Books · Emerging Trends · Gamification · Play · Springer · Teaching · Uncategorized · Video Training

Games and Learning Alliance

Title: Games and Learning Alliance: 7th International Conference, GALA 2018, Palermo, Italy, December 5–7, 2018, Proceedings

Games and Learning Alliance: 7th International Conference, GALA 2018, Palermo, Italy, December 5–7, 2018, Proceedings
English | ISBN: 303011547X | 2019 | 451 pages

This book constitutes the refereed proceedings of the 7th International Conference on Games and Learning Alliance, GALA 2018, held in Palermo, Italy, in December 2018.
The 38 revised regular papers presented together with 9 poster papers were carefully reviewed and selected from 68 submissions. The papers cover the following topics: games for skills training; game design; methods and tools; gamification and innovative game approaches.

Books · Gamification · Play · Serious Games · Teaching

Serious Games: Games That Educate, Train, and Inform

Title: Serious Games: Games That Educate, Train, and Inform

Serious Games: Games That Educate, Train, and Inform
Authors: David Michael, Sande Chen
 2005 | ISBN: 1592006221 | English | 312 pages

Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more.

“Serious Games: Games That Educate, Train, and Inform” teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game’s storyline. You’ll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. “Serious Games” shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.

Books · Higher Ed · Play · Teaching

The Power of Play in Higher Education

Title: The Power of Play in Higher Education: Creativity in Tertiary Learning

The Power of Play in Higher Education: Creativity in Tertiary Learning
Authors: Alison James and Chrissi Nerantzi
English | ISBN: 3319957791 | 2019 | 416 pages

This book examines the increasing popularity of creativity and play in tertiary learning, and how it can be harnessed to enhance the student experience at university. While play is often misunderstood as something ‘trivial’ and associated with early years education, the editors and contributors argue that play contributes to social and human development and relations at a fundamental level. This volume invalidates the commonly held assumption that play is only for children, drawing together numerous case studies from higher education that demonstrate how researchers, students and managers can benefit from play as a means of liberating thought, overturning obstacles and discovering fresh approaches to persistent challenges. This diverse and wide-ranging edited collection unites play theory and practice to address the gulf in research on this fascinating topic. It will be of interest and value to educators, students and scholars of play and creativity, as well as practitioners and academic leaders looking to incorporate play into the curriculum.

Books · Play · STEM · Teaching

From STEM to STEAM

Title: From STEM to STEAM: Brain-Compatible Strategies and Lessons That Integrate the Arts, 2nd Edition

Author: David Sousa

From STEM to STEAM: Brain-Compatible Strategies and Lessons That Integrate the Arts, 2nd Edition
2018 | ISBN: 150632245X | English | 264 pages

Weave arts activities to STEM instruction, and STEAM ahead to academic success

Arts activities enhance the skills critical for achieving STEM success, but how do busy STEM educators integrate the arts into sometimes inflexible STEM curriculum? This new edition of From STEM to STEAM explores emerging research to detail the way. It includes:
Classroom-tested strategies, including sample K-12 lessons plans and planning templates.
Tools for building a professional development program designed to helps arts and STEM teachers collaborate to create STEAM lessons.
Sample planning frameworks for transitioning schools from STEM to STEAM.
The main objective of both art and science is discovery. Lead your students to make that connection and STEAM ahead to academic success!

Books · Gamification · Play · Serious Games · Teaching

Handbook of Research on Serious Games for Educational Applications

Title: Handbook of Research on Serious Games for Educational Applications

Handbook of Research on Serious Games for Educational Applications
Author: Robert Zheng, Michael K. Gardner
2016 | ISBN: 152250513X | English | 496 pages

Series:: Advances in Game-based Learning

Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement.

The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Gamification · Play · Teaching

Playful Teaching, Learning Games

Title: Playful Teaching, Learning Games. New Tool for Digital Classrooms

Playful Teaching, Learning Games. New Tool for Digital Classrooms (repost)
Author: Myint Swe Khine
English | 2011 | ISBN: 9460914586, 9460914594 | 144 pages

Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults.

Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.

Books · Gamification · Math · Play · Serious Games · Teaching

Digital Games and Mathematics Learning

Title: Digital Games and Mathematics Learning: Potential, Promises and Pitfalls

Digital Games and Mathematics Learning: Potential, Promises and Pitfalls
2015 | ISBN:9401795169 | English | 309 pages

Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives―of educators, cognitive scientists, psychologists and sociologists―on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age―proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field.

Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a textual artefact) will be supported by Springer’s online platform―allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.

Books · Computer Science · Educational Philosophy · Gamification · Play · Serious Games · Teaching

Knowledge Games

Title: Knowledge Games: How Playing Games Can Solve Problems, Create Insight, and Make Change

Author: Karen Schrier 

| 2016 | ISBN: 1421419203 | English | 280 pages

Knowledge Games: How Playing Games Can Solve Problems, Create Insight, and Make Change


(Tech.edu: A Hopkins Series on Education and Technology)

Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games―such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data―are already being used by researchers to gain scientific, psychological, and humanistic insights.

Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things.

In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.

Coding · Play · Science · Teaching

LEGO Optics

Title: LEGO Optics: Projects in Optical and Laser Science with LEGO

LEGO Optics: Projects in Optical and Laser Science with LEGO
2014 | 124 Pages | ISBN: 1500589144

Discover how to incorporate laser and optical components into LEGO. Step-by-step instructions are given for the advanced (high school to adult) builder. These high-tech projects include: lenses, custom-color LED light bricks, LEGO laser, mirrors (with a laser light show), optomechanics, Michelson interferometer, and LEGO holography

Books · Coding · Computer Science · Emerging Trends · Play · STEM · Teaching

Code For Teens

Title: Code For Teens: The Awesome Beginner’s Guide to Programming Volume 1: Javascript

Code For Teens: The Awesome Beginner's Guide to Programming Volume 1: Javascript
English | 3 July 2018 | ISBN: 1684019605 | 232 Pages

Love computers? What about video games and social media? Ever been curious about how they work? If so, Code for Teens is for you! Software developer Jeremy Mortiz’s Code for Teens is your one-stop-shop to learning all there is know about Javascript, the most commonly used coding language in the world! Filled with tips, tricks, strategies, and quizzes, this guide is the perfect way to take you from beginner to expert in all things Java.