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Educational & Learning Games: New Research

Editat de Richard L Lamb
en Limba Engleză Hardback – sep 2015
How do we currently use educational technology? What are possible uses of educational technology and games in the future? The purpose of this book is to provide answers to these questions and raise questions about how educational technology and gaming will be used in the near and far future. During the early millennia, educational technology use exploded and coincided with the rise in console and personal computer video game play. Today computers and electronics such as cell phones and tablets are ubiquitous in todays schools and learning environments all with easy access to games. With over 93% of people reporting making use of technology for learning in, education, business and many other fields researchers, educators and administrators struggle to integrate and make use of these powerful tool in education and training. In an increasingly technological society, the need for students, instructors, and administrators who understand the world of educational technology and all of its possibilities is of paramount importance. There is an increasing understanding and growing need to assimilate the growth and use of virtual environments, electronic games, and assistive technologies in such places as businesses, after school programs, museums, zoo, and other places. The review of the current trends in research, teaching, learning and assessments provides readers with and outline where educational technology is now and where it may go in the future. Build upon the prominent leaders in the educational technology field, this book adds the voices of up and coming leaders in educational technology Richard Lamb and Donald McMahon from Washington State University. This book targets researchers and practitioners working to develop and build educational technology to collect data, more effectively teach students, and seeking to shape the future of educational technology. The book covers a wide variety of topics to include augmented reality, virtual environments, and video games in education.
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Specificații

ISBN-13: 9781634834216
ISBN-10: 1634834216
Pagini: 215
Dimensiuni: 180 x 260 mm
Editura: Nova Science Publishers Inc
Colecția Nova Science Publishers Inc

Cuprins

Preface; Foreword: The Contribution of Educational Technologies to Teaching & Learning: The Case of Video Games; Understanding Augmented Reality as an Instructional Tool for Students with Disabilities; Serious Educational Game Design: Overlapping Game Design with Instructional Design; Learning, Cognition, & Experimental Control in & Educational Physics Game; Understanding the Impact & Importance of Educational Games for Students with Disabilities; Artificially Intelligent Systems in Education a Tool for the Future; Learning Multidisciplinary Collaboration with Games: From Primary to Secondary Game Mechanics; Three Designs for Using Game-Based Learning in Business Education; Soft Failure in Educational & Learning Games; Assessment of Student Learning Using Cognitive Diagnostics & Computational Models of Cognition; Advance to Go: Reintroduction of Board Games into the Classroom; Index.