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ویرایش: 1
نویسندگان: Linda Daniela
سری: Advances in Game-Based Learning
ISBN (شابک) : 3030769852, 9783030769857
ناشر: Springer
سال نشر: 2021
تعداد صفحات: 0
زبان: English
فرمت فایل : EPUB (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 14 مگابایت
در صورت تبدیل فایل کتاب Smart Pedagogy of Game-based Learning به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب آموزش هوشمند یادگیری مبتنی بر بازی نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Preface Hopes for Game-Based Learning Organization of the Book References Contents About the Authors Chapter 1: Game-Based Learning and Assessment of Creative Challenges Through Artefact Development Introduction Creativity Challenges: Three Experiments for Applying Creativity and Artefact Building Assessing Creativity and Meeting Objectives Achievements and Interpreting Them Conclusions References Chapter 2: The Role of Instructional Activities for Collaboration in Simulation-Based Games Introduction Collaboration in GBL and Simulation-Based Games Instructional Activities to Trigger Collaboration Methods RealGame Simulation-Based Business Game Environment Instructional Activities in the Simulation-Based Game Session Participants, Data Collection and Analysis Findings Pre-game Instructional Activities During-Game Instructional Activities Pop-Up Instruction Feedback in the Interim Results Session Concluding Discussion References Chapter 3: Repurposing Tech Tools for Game-Based Learning Methods What Is a Curricular Game? Game Stories: Plausibility and Messaging Storytelling: Words, Images, and Actions Decision-Making: Linking Immediate Feedback: Responses and Fail States Assessment: Making Thinking Visible Conclusion Works Cited Chapter 4: Designing and Playing Games in Scratch: Smart Pedagogy of a Game-Based Challenge for Probabilistic Reasoning Introduction Literature Review Methodology Participants and Context Data Collection and Analysis Results The Role of Randomness in Designing and Playing Games Spatial Representations in Designing and Playing Games for Expressing Probability Discussion and Conclusions References Chapter 5: Using Game-Based Learning to Prompt Reflective and Holistic Thinking in Project Management Background The Game Findings Results from the Survey Correlation Between Lack of Involvement and Biases in Decision-Making Discussions Conclusion References Chapter 6: Game-Based Learning for Teaching Multiplication and Division to Kindergarten Students Introduction Rationale Methodology First Phase Second Phase Third Phase Results Evaluate the Effectiveness of KTMDG for Mathematical Achievement on Multiplication Evaluate the Effectiveness of KTMDG for Mathematical Achievement on Division Evaluating the Stratification of Students on Multiplication According to Their Success in Pretest Evaluating the Stratification of Students on Division According to Their Success in Pretest Conclusions and Discussion References Chapter 7: Gamify Gamifying: Learning with Breakouts Game-Based Learning in Education Gamification and Cognitive Processes Gamification with Breakouts Experience with Digital Breakouts Objectives of the Activity Procedure Tools Learning Phase Development Phase in Cooperative Groups Obtained Results Conclusions Appendix 1. Questionnaire Used References Chapter 8: Designing an Online Escape Room as an Educational Tool Introduction State of the Art Research Design Results Discussion Conclusions References Chapter 9: Factors Affecting Game-Based Learning Experience: The Case of Serious Games Introduction Factors Commonly Used in Serious Games’ Assessment Method Research Questions Participants and Duration of the Project Materials Instrument Procedure and Data Processing Results Discussion Implications for Research and Practice Limitations and Future Research Conclusion References Chapter 10: Implementing Quiz Apps as Game-Based Learning Tools in Higher Education for the Enhancement of Learning Motivation Introduction Methodology Results Conclusions References Chapter 11: Reflections on the Application of a Gamified Environment to Foster Young Learners’ Digital Competencies Introduction Key Definitions The European Digital Competence Framework (DigComp) Game-Based Learning (GBL), Gamification, and Educational Games Digital Educational Games The Context Digital Citizenship Education to Support Smart Pedagogy User Experience (UX) and Educational Design Research Design, Development, and Evaluation Reflections and Recommendations Conclusion References Chapter 12: Game Design for Adult Learning: Blending Smart Pedagogy and an Andragogic View Introduction Theoretical Background Andragogy: Adult Education Games in Adult Education Game Design for Adult Learning Smart Pedagogy Research Methodology Data Analysis Some Final Thoughts References Chapter 13: Serious Film Games (S.FI.GA.): Integrating Game Elements with Filmmaking Principles into Playful Scriptwriting Introduction Theoretical Perspectives and Basic Principles First Principle: Respect for the Personal and Private Reality of Each Student Second Principle: Passing Through Character Integrity on Students’ Scriptwriting Third Principle: Readiness for Change, Openness, and Innovative Mood Storytelling and Creativity Methods Game-Based Learning Principles Learning Objectives Research Methodology Game Description Discussion of Results Phase 1: Evaluation Questionnaire Phase 2: Semi-structured Interviews Conclusion Appendix Complementary Material Video Recordings References Index