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Augmented Learning

Author: Eric Klopfer
Publisher: MIT Press
ISBN: 0262113155
Size: 56.20 MB
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An overview of mobile learning games that argues for the educational advantages of handheld games over their big-screen counterparts.

Handbook Of Research On Serious Games For Educational Applications

Author: Zheng, Robert
Publisher: IGI Global
ISBN: 1522505148
Size: 22.69 MB
Format: PDF, ePub, Mobi
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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.

Technology Platform Innovations And Forthcoming Trends In Ubiquitous Learning

Author: Neto, Francisco Milton Mendes
Publisher: IGI Global
ISBN: 1466645431
Size: 77.20 MB
Format: PDF, Kindle
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It is hard to deny the ubiquity of web technologies used for educational tools; which have provided significant breakthroughs in learning environments. These innovations have contributed to the growing approach of computer-supported education. Technology Platform Innovations and Forthcoming Trends in Ubiquitous Learning overviews the opportunities provided by new technologies, applications, and research in the areas of ubiquitous learning and how those technologies can be successfully implemented. This publication is addressed to a wide audience of researchers, students, and educators interested in a better comprehension of learning process requirements that are mediate by an assorted set of technology innovations.

Educational Media And Technology Yearbook

Author: Michael Orey
Publisher: Springer
ISBN: 3319063146
Size: 53.41 MB
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The latest edition of the Educational Media and Technology Yearbook, from the Association for Education, Communication and Technology (AECT), notes the most current trends in the field of learning design and technology, taking into account the implications for both formal and informal learning. Pivotal research and discussion surrounding educational trends, leadership, organizations and programs have all been updated from volume 37. Chapters train their focus on graduate and professional goals, including an analysis of doctoral programs in educational technology and new collaborative learning platforms. Library science is a featured component of this analysis and Library Science programs are featured prominently in this analysis. This edition also features new content on mediagraphy.

Handbook Of Research On Mobile Devices And Smart Gadgets In K 12 Education

Author: Khan, Amar Ali
Publisher: IGI Global
ISBN: 1522527079
Size: 15.88 MB
Format: PDF, ePub
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The use of technology can significantly enhance educational environments for students. It is imperative to study new software, hardware, and gadgets for the improvement of teaching and learning practices. The Handbook of Research on Mobile Devices and Smart Gadgets in K-12 Education is a pivotal reference source featuring the latest scholarly research on the opportunities and challenges of using handheld technology devices in primary and secondary education. Including coverage on a wide variety of topics and perspectives such as blended learning, game-based curriculum, and software applications, this publication is ideally designed for educators, researchers, students, and technology experts seeking current research on new trends in the use of technology in education.

Handbook Of Research On Mobile Technology Constructivism And Meaningful Learning

Author: Keengwe, Jared
Publisher: IGI Global
ISBN: 1522539506
Size: 64.38 MB
Format: PDF, ePub, Docs
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Advancements in technology in modern societies have resulted in an abundance of new educational tools and aids. Analyzing the effects of different mobile educational applications can provide insight into how technology can promote or discourage purposeful learning among students and educators alike. The Handbook of Research on Mobile Technology, Constructivism, and Meaningful Learning is a crucial scholarly resource that examines the use of newly-developed technology on classroom education. Featuring pertinent topics that include collaborative learning, social media integration, virtual reality, and critical thinking dispositions, this publication is ideal for educators, academicians, students, and researchers that are interested in expanding their knowledge on recent trends and technologies that are enhancing the educational field.

Author:
Publisher:
ISBN: 0262037807
Size: 67.20 MB
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Facilitating Seven Ways Of Learning

Author: James R. Davis
Publisher: Stylus Publishing, LLC
ISBN: 1579228437
Size: 27.77 MB
Format: PDF, ePub, Mobi
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For teachers in higher education who haven’t been able to catch up with developments in teaching and learning, James Davis and Bridget Arend offer an introduction that focuses on seven coherent and proven evidence-based strategies. The underlying rationale is to provide a framework to match teaching goals to distinct ways of learning, based on well-established theories of learning. The authors present approaches that readers can readily and safely experiment with to achieve desired learning outcomes, and build confidence in changing their methods of teaching. Research on learning clearly demonstrates that learning is not one thing, but many. The learning associated with developing a skill is different from the learning associated with understanding and remembering information, which in turn is different from thinking critically and creatively, solving problems, making decisions, or change paradigms in the light of evidence. Differing outcomes involve different ways of learning and teaching strategies. The authors provide the reader with a conceptual approach for selecting appropriate teaching strategies for different types of content, and for achieving specific learning objectives. They demonstrate through examples how a focused and purposeful selection of activities improves student performance, and in the process makes for a more effective and satisfying teaching experience. The core of the book presents a chapter on each of the seven ways of learning. Each chapter offers a full description of the process, illustrates its application with examples from different academic fields and types of institutions, clearly describes the teacher’s facilitation role, and covers assessment and online use. The seven ways of learning are: Behavioral Learning; Cognitive Learning; Learning through Inquiry; Learning with Mental Models; Learning through Groups and Teams; Learning through Virtual Realities; and Experiential Learning. Along the way, the authors provide the reader with a basis for evaluating other approaches to teaching and other learning methodologies so that she or he can confidently go beyond the “seven ways” to adapt or adopt further strategies. This is the ideal companion for teachers who are beginning to explore new ways of teaching, and want to do some serious independent thinking about learning. The book can also be used to prepare graduate students for teaching, and will be welcomed by centers for teaching and learning to help continuing faculty re-examine a particular aspect of their teaching.

Resonant Games

Author: Eric Klopfer
Publisher: MIT Press
ISBN: 0262346087
Size: 67.30 MB
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Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives.Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade.Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.