Assessment in Game-Based Learning by Dirk Ifenthaler (Editor); Deniz Eseryel (Editor); Xun Ge (Editor)The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning.
Educational Games: Design, Learning and Applications by Frej Edvardsen (Editor); Halsten Kulle (Editor)The pervasive use of games by students and their integration in formal education by a number of pioneer teachers creates a need for a different frame-of-mind to look at the learning experience offered by such innovative technology-enhanced learning experiences. A pattern-based design approach to overcome the problems and challenges of learning-games is proposed in this book. The aim is to awaken the learning-game community to approach learning-game design more structurally and to motivate them to communally create a theoretical and practical basis for learning-game design and game-based learning research.
Game-Based Learning by Patrick FeliciaThis book is an invitation to delve into the world of game-based learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. Topic include games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices.
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Topics covered include: all levels of Education from early childhood to higher education and all educational specialties, such as multilingual education, health education and testing. Also covers areas of curriculum instruction as well as administration, policy, funding and related social issues.
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This is the sixth volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference was a premier event for those from both academia and industry interested in video games and learning.