Action research has become a valued research and educational development technique -an innovative approach through which a group of participants engage in self-reflection to improve practice. Developing Innovation in Online Learning introduces action research as a method of developing e-learning mod
Games And Simulations in Online Learning: Research and Development Frameworks
โ Scribed by David Gibson
- Year
- 2006
- Tongue
- English
- Leaves
- 421
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
Nearly all early learning happens during play, and new technology has added video games to the list of ways children learn interaction and new concepts. Although video games are everywhere, on Web sites, in stores, streamed to the desktop, on television, they are absent from the classroom. Computer-based simulations, a form of computer games, have begun to appear, but they are not as wide-spread as email, discussion threads, and blogs. Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources.
โฆ Table of Contents
1599043041......Page 1
Front Page......Page 2
Copyright Page......Page 3
Table of Contents......Page 4
Foreword......Page 7
Preface......Page 9
Acknowledgments......Page 16
Section I: Situating Games and Simulations in Education......Page 17
Ch I: Games and Simualtions: A New Approach in Education?......Page 18
Ch II: Pedagogy in Commercial Video Games......Page 38
Section II: Social Analyses of Games and Simulations......Page 65
Ch III: Learning Sociology in a Massively Multistudent Online Learning Environment......Page 66
Ch IV: Online Games for 21st Century Skills......Page 76
Ch V: Rethinking Cognition, Representations, and Processes in 3D Online Social Learning Environments......Page 106
Ch VI: E-Simulations in the Wild: Interdisciplinary Research, Design, and Implementation......Page 132
Section III: What Teachers Should Know and Be Able to Do......Page 166
Ch VII: Perspectives from Multiplayer Video Gamers......Page 167
Ch VIII: Gamer Teachers......Page 192
Ch IX: Developing an Online Classroom Simulation to Support a Pre-Service Teacher Education Program......Page 206
Ch X: Lessons Learned Modeling "Connecting Teaching and Learning"......Page 223
Ch XI: Educational Theory Into Practice Software (ETIPS)......Page 240
Section IV: Using Real Space in Digital Games and Simulations......Page 252
Ch XII: Pervasive Game Design as an Architectural Teaching and Research Method......Page 253
Ch XIII: Reliving History with "Reliving the Revolution": Designing Augmented Reality Games to teach the Critical Thinking of History......Page 267
Section V: Embedding Assessment in Games and Simualtions......Page 287
Ch XIV: Building Artificailly Intelligent Learning Games......Page 288
Ch XV: simSchool and the Conceptual Assessment Framework......Page 325
Ch XVI: Designing Online Games Assessment as "Information Trails"......Page 340
Ch XVII: Machine Learning Assessment Systems for Modeling Patterns of Student Learning......Page 366
Ch XVII: Shaping the Research Agenda with Cyber Research Assistants......Page 383
About the Authors......Page 403
Index......Page 411
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