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Title New Traditional Games for Learning
Author Alex Moseley
Publisher Routledge
Release Date 2013-09-05
Category Education
Total Pages 220
ISBN 9781135072384
Language English, Spanish, and French
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Book Summary:

A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.

Title Solution Focused Practice Around the World
Author Kirsten Dierolf
Publisher Routledge
Release Date 2020-05-10
Category Psychology
Total Pages 194
ISBN 9780429649127
Language English, Spanish, and French
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Book Summary:

Solution Focused Practice Around the World provides an exploration of the diverse uses of SF and offers fascinating insights into how the Solution Focused approach is currently used in many applications around the globe. Bringing together prominent authors, practitioners and trainers, the collection is divided into five sections: theory; therapeutic applications; working with children and adolescents; coaching and working with organisations. Originating from the first international conference on Solution Focused practice spanning all applications of the approach, the chapters provide a grounding in the theory and practice, and an exploration of the breadth and depth of Solution Focused therapy. All practitioners of the Solution Focused approach globally as well as those working in the wider fields of therapy, social work, education, coaching and human resources will benefit from this text and the applicability of the inherent theories to their area of expertise.

Title Using Games to Enhance Learning and Teaching
Author Nicola Whitton
Publisher Routledge
Release Date 2012
Category Education
Total Pages 210
ISBN 9780415897723
Language English, Spanish, and French
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Book Summary:

"Despite growing interest in digital game-based learning and teaching, such as alternate reality games and virtual worlds, until now most teachers have lacked the resources and technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, require high-end technology, and are difficult to integrate.This book offers a comprehensive solution, presenting five principles of games that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity. Contributors highlight strategies and solutions for digital game design, showing how educationally sound games can be designed using readily accessible, low-end technologies. The authors are established researchers and designers in the field of educational games. Case studies explore specific academic perspectives, and featured insights from professional game designers provide an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research"--

Title 10th European Conference on Games Based Learning
Author Anonim
Publisher Academic Conferences and publishing limited
Release Date 2021
Category
Total Pages 86
ISBN 9781911218098
Language English, Spanish, and French
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Book Summary:

Games And Great Ideas by Rhonda L. Clements

Title Games and Great Ideas
Author Rhonda L. Clements
Publisher Greenwood Publishing Group
Release Date 1995
Category Education
Total Pages 366
ISBN 0313294607
Language English, Spanish, and French
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Book Summary:

An innovative guide for physical education teachers from preschool through eighth grade. Topics include theoretical considerations for teaching games, an interdisciplinary approach to games, games of different cultures, increasing developmentally appropriate behavior through games, and innovative game activities which increase fitness and leisure pursuits. Each topic is illustrated, and sample activities and implementation strategies are provided.

Title Games Based Learning Advancements for Multi Sensory Human Computer Interfaces Techniques and Effective Practices
Author Connolly, Thomas
Publisher IGI Global
Release Date 2009-05-31
Category Education
Total Pages 394
ISBN 9781605663616
Language English, Spanish, and French
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Book Summary:

Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.

Title The Indigenous Games of the People of the Coastal Region of Kenya
Author Mwangi Peter Wanderi
Publisher African Books Collective
Release Date 2011
Category Games
Total Pages 142
ISBN 9789994455560
Language English, Spanish, and French
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Book Summary:

Since the time of the early Greek, Egyptian and Chinese civilizations, games are depicted as having played a significant role in the lives of the people, similarly, games of different kinds have been a vital hallmark of peopleís culture in Kenya, and everywhere else in Africa, for hundreds of years. The focus of this research project is to identify the traditional games of the people from the Kenyan coastal region and describe how they were conducted as well as the socio-cultural setting within which they were performed, and to establish the significance of these activities in enhancing the acquisition and learning of verbal information, cognitive strategies, attitudes, and motor skills by the participants in specific and their significance to the community in general. The study also suggests ways in which traditional games could be adopted into the contemporary educational curriculum as well as for mass sports participation.

Title Handbook of Research on E Learning Methodologies for Language Acquisition
Author de C ssia Veiga Marriott, Rita
Publisher IGI Global
Release Date 2008-07-31
Category Education
Total Pages 646
ISBN 9781599049953
Language English, Spanish, and French
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Book Summary:

"This book discusses the complete range of contemporary research topics such as computer modeling, geometry, geoprocessing, and geographic information systems"--Provided by publisher.

Title Teaching and Learning the European Union
Author Stefania Baroncelli
Publisher Springer Science & Business Media
Release Date 2013-10-04
Category Education
Total Pages 248
ISBN 9789400770430
Language English, Spanish, and French
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Book Summary:

This volume examines the EU’s changing educational context and its challenges. Based on an extensive survey of more than 2000 European Studies courses in 30 European countries, it maps and analyses the features of teaching methodologies as they emerge from both disciplinary as well as interdisciplinary curricula. It presents a series of case studies on some of the most-used innovative teaching tools emerging in the field such as simulation games, e-learning, problem based learning, blended learning, and learning through the use of social networks. Based on the contributors’ own experiences and academic research, the book examines both strengths and possible pitfalls of these increasingly popular methods. The book’s critical approach will inspire educators and scholars committed to improving the teaching methods and tools in the area of European Studies and other programmes of higher education facing similar challenges.

Title Playful Teaching Learning Games New Tool for Digital Classrooms
Author Myint Swe Khine
Publisher Springer Science & Business Media
Release Date 2011-11-13
Category Education
Total Pages 133
ISBN 9789460914607
Language English, Spanish, and French
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Book Summary:

Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.

Title Game Based Teaching and Simulation in Nursing and Health Care
Author Eric B. Bauman, PhD, RN
Publisher Springer Publishing Company
Release Date 2012-07-27
Category Medical
Total Pages 288
ISBN 9780826109705
Language English, Spanish, and French
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Book Summary:

"This is a comprehensive resource for anyone interested in integrating gaming and simulation into a course or the entire curricula. It presents the theory and the associated practical application. The extensive reference list and resource/product list encourage and support readers with implementation." Score: 98, 5 Stars.--Doody's Medical Reviews "Game-Based Teaching and Simulation in Nursing and Healthcare is a timely, exhaustive look at how emerging technologies are transforming clinical education. Anyone looking for firsthand, direct account of how game-based learning technologies are reshaping clinical practice needs this book." Kurt Squire, PhD Associate Professor Games+Learning+Society [GLS] School of Education University Of Wisconsin - Madison This innovative text provides practical strategies for developing, integrating, and evaluating new and emerging technology, specifically game-based learning methods, useful in nursing and clinical health sciences education. The text draws upon existing models of experiential learning such as Benner's "thinking-in-action" and "novice-to-expert" frameworks, and introduces current theories supporting the phenomenon of the created learning environment. Chapters explain how simulation and game-based learning strategies can be designed, implemented, and evaluated to improve clinical educational thinking and outcomes and increase exposure to critical experiences to inform clinicians during the journey from novice to expert. The text also describes how game-based learning methods can support the development of complex decision-making and critical thinking skills. Case studies throughout demonstrate the practical application of harnessing technology as a teaching/learning device. Key Features: Provides strategies for developing, integrating, and evaluating game-based learning methods for nursing and healthcare educators Prepares teachers for the paradigm shift from static "e-learning" to dynamic distance experiential learning in virtual and game-based environments Illustrates how to integrate game-based learning into existing curricula Offers theoretical and practical examples of how game-based learning technologies can be used in nursing and clinical education

Title Games of the Past Sports for the Future
Author Gertrud Pfister
Publisher Unknown
Release Date 2004
Category Games
Total Pages 194
ISBN UOM:39015062460772
Language English, Spanish, and French
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Book Summary:

Postsecondary Play by William G. Tierney

Title Postsecondary Play
Author William G. Tierney
Publisher JHU Press
Release Date 2014-06-01
Category Education
Total Pages 352
ISBN 9781421413075
Language English, Spanish, and French
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Book Summary:

The college application process—which entails multiple forms, essays, test scores, and deadlines—can be intimidating. For students without substantial school and family support, the complexity of this process can become a barrier to access. William G. Tierney, Tracy Fullerton, and their teams at the University of Southern California approach this challenge innovatively. Using the tools of online games and social media, they have developed ways to make applying for college much less intimidating. While the vast majority of college students use social media and gaming in their everyday lives, colleges and universities have been slow to recognize and harness the power of either. Postsecondary Play explores the significance of games and social media in higher education, and particularly how they can be used to attract, retain, educate, and socialize students. Tierney, a past president of the American Educational Research Association, has gathered some of the best research on the emerging role of games and social media in the classroom and how these tools can boost student confidence and increase college access. Scholars writing from a wide variety of disciplines—college access, social media, game studies, and learning sciences—provide concrete examples to illustrate the new and complex ways in which students learn in response to social media and games. Tierney and the contributors find that, although games can be powerful tools for encouraging underserved students, quality game design and mastering the concept of play—the ability to develop skills while engaging in the game—are essential in the effective use of serious games in teaching and learning. Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.

Title Mathematics Education for a New Era
Author Keith Devlin
Publisher CRC Press
Release Date 2011-02-25
Category Computers
Total Pages 218
ISBN 9781568814315
Language English, Spanish, and French
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Book Summary:

Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics education, Mathematics Education for a New Era: Video Games as a Medium for Learning describes exactly what is involved in designing and producing successful math educational videogames that foster the innovative mathematical thinking skills necessary for success in a global economy. Read the author's monthly MAA column Devlin's Angle

Game Design For Learning by Stephanie Daul

Title Game Design for Learning
Author Stephanie Daul
Publisher Association for Training and Development
Release Date 2014-07-01
Category Business & Economics
Total Pages 16
ISBN 9781562869571
Language English, Spanish, and French
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Book Summary:

Are you interested in learning more about gaming? Are you trying to determine whether it might be an appropriate training and development solution, but aren’t sure where to start? While games have long been an important part of human social development—think learning to take turns in a board game, and strategizing about future moves in chess or checkers—we are only now beginning to understand how games can be a powerful tool in learning. This issue of TD at Work will: define games, gamification, and simulation; and discuss the types of games people playwalk you through the process of creating a game by outlining its design and gaming frameworkdescribe how to get stakeholders and sponsors to support the gaming solution.

Title Advanced Research on Computer Education Simulation and Modeling
Author Sally Lin
Publisher Springer
Release Date 2011-06-06
Category Computers
Total Pages 462
ISBN 9783642217838
Language English, Spanish, and French
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Book Summary:

This two-volume set (CCIS 175 and CCIS 176) constitutes the refereed proceedings of the International Conference on Computer Education, Simulation and Modeling, CSEM 2011, held in Wuhan, China, in June 2011. The 148 revised full papers presented in both volumes were carefully reviewed and selected from a large number of submissions. The papers cover issues such as multimedia and its application, robotization and automation, mechatronics, computer education, modern education research, control systems, data mining, knowledge management, image processing, communication software, database technology, artificial intelligence, computational intelligence, simulation and modeling, agent based simulation, biomedical visualization, device simulation & modeling, object-oriented simulation, Web and security visualization, vision and visualization, coupling dynamic modeling theory, discretization method , and modeling method research.

Title Digital Simulations for Improving Education Learning Through Artificial Teaching Environments
Author Gibson, David
Publisher IGI Global
Release Date 2009-04-30
Category Business & Economics
Total Pages 540
ISBN 9781605663234
Language English, Spanish, and French
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Book Summary:

Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.

Title Standards Based Physical Education Curriculum Development
Author Jacalyn Lund
Publisher Jones & Bartlett Learning
Release Date 2010
Category Education
Total Pages 425
ISBN 0763771597
Language English, Spanish, and French
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Book Summary:

Standards-Based Physical Education Curriculum Development, Second Edition is developed around the National Association of Sport and Physical Education (NASPE) standards for K-12 physical education. This innovative guide teaches students about the process of writing curriculum in physical education and was written by experts who have had specific experience designing and implementing this thematic curriculum. The text begins by looking at the national physical education standards and then examines physical education from a conceptual standpoint, addressing the “so what” of physical education. It then goes on to examine the development of performance-based assessments designed to measure the extent of student learning. The second part of the text explores the various curricular models common to physical education: sport education, adventure education, outdoor education, traditional/multi activity, fitness, and movement education. It goes on to describe each model, provide examples of curriculums that use it, show how the model links with physical education standards, and provide appropriate assessments for it. The third part, Chapter 14: It’s Not Business As Usual, discusses how to improve one’s physical education curriculum by doing things differently and embracing change.

Title The Really Useful Physical Education Book
Author Gary Stidder
Publisher Routledge
Release Date 2011-03-17
Category Education
Total Pages 216
ISBN 9781135162009
Language English, Spanish, and French
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Book Summary:

The Really Useful Physical Education Book provides training and practising teachers with guidance and ideas to teach physical education effectively and imaginatively across the seven to fourteen age range. It is underpinned by easy-to-understand theory and links to the curriculum and presents a wide range of high quality, fun lessons alongside engaging teaching examples and methodologies. With practical advice to ensure pupils exercise safely and enjoyably, it is a compendium of ideas for learning and teaching a range of activities: games gymnastics dance swimming and water-based activities athletics on-site outdoor and adventurous activities exercise and healthy lifestyles thematic learning and teaching through physical education using ICT in physical education. The Really Useful Physical Education Book is for all secondary school physical education teachers responsible for the new Key Stage 3 (eleven to fourteen age range) curriculum as well as those working with primary and junior schools within school sport partnerships, providing them with ideas and advice to help all pupils participate in and enjoy physical education lessons. Primary and junior school teachers will also find a range of relevant and innovative ideas for making their physical education lessons more appealing and engaging for their pupils at Key Stage 2 (seven to eleven age range).

Title Leading Issues in Games Based Learning
Author Thomas Connolly
Publisher Academic Conferences Limited
Release Date 2011
Category
Total Pages 86
ISBN 9781908272256
Language English, Spanish, and French
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Book Summary:

It has been said that the future will never be the same again, which is undoubtedly true, as is the statement that learning will never the same again. Many of the old rules of learning are being swept away and it is increasingly realised that knowledge of “fact” is less important than understanding of situations. It is now well established that understanding can be facilitated by simulation, which is one of the principles on which games-based learning is founded. Games-based learning is also important because there is so much pressure on the teaching resources available. Demand for learning has never been greater and it is likely to continue to grow exponentially. In this environment games-based learning has come into its own. It has always been true that there has been much to learn from games. Both competitiveness and team work have traditionally be learnt on the playing fields of schools around the world. Strategic thinking has been learnt from games such as Chess, even Checkers, and in a more sophisticated way the board game Diplomacy. With the power available through ICT entirely new games are possible that have a much richer and more engaging potential for learners. This is transforming learning and opening up new avenues for both learners and those who are helping them learn. This book represents some of the leading edge thinking in this field and is highly recommended to academics and training practitioners.