This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning. This book provides the latest research and techniques for designing games for a variety of curricular needs--including STEM, literacy learning, history education, music, and computational, ethical, and critical thinking. The book also delves into specific design issues, such as aligning goals, designing for an audience, playtesting, and assessment. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources.
This book is the first in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).
Quick interaction between a human teacher and a learning machine presents numerous benefits and challenges when working with web-scale data. The human teacher guides the machine towards accomplishing the task of interest. The system leverages big data to find examples that maximize the training value of its interaction with the teacher.
Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games
Eye tracking devices sound a lot more like expensive pieces of scientific research equipment than joysticks – yet if the latest announcements about the latest Assassin’s Creed game are anything to go by…
As I slap away the jellyfish/plasma ball hybrid…thing, that's floating in front of me, I apologise to a man whose face is nearly caught in the crossfire. I'm not, to my knowledge, on any hallucinogens, unless some miscreant took the trouble to spike my Diet Coke at lunch. I’m in a small seminar room, tucked away at the Wearable Tech Show, and I probably look like an idiot to onlookers as I flail my arms wildly around at the seemingly empty air around me.
He visto el futuro hoy. Y lo digo absolutamente en serio. He tenido la posibilidad de probar aquí en el MWC el nuevo casco de realidad virtual que HTC y Valve están desarrollando juntas. ¿Es bueno? Es increíblemente bueno. Es... uno de los dispositivos tecnológicos más increíbles que he probado en mucho tiempo.
Propuesta de juegos para la integración social del niño con Síndrome de Down en la comunidad ‘El Cano’ La Lisa. MSc. Joaquín Fernández Menduiña, MSc Marcia de la Caridad Alfonso Girón, MSc. Julia Cabrera Gómez, Lic. Juan Bernardo Piedra Cárdenas y Lic. Luis Alberto Ramírez Ramírez
Los Videojuegos son una herramienta muy útil que permite conectar con los intereses de los jóvenes y que puede ayudar a atender la diversidad del alumnado, desplegar las inteligencias múltiples, favorecer el trabajo interdisciplinar, etc. El libro presenta 30 Videojuegos, muchos de ellos conocidos y siempre de fácil acceso tanto para el profesorado como para el alumnado.
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