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Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series;
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learning-game design and game-based learning research. Furthermore, given the popularity of computer games and the educational and ethical problems;
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technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical;
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the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning;
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and practical activities to use computer games as learning tools with students aged 11+. You don't need to be a computer whiz to use this;
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methods, and stochastic approximation. Chapter 2 covers single agent reinforcement learning. Topics include learning value functions, Markov games;
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claim that computer games can provide better literacy and learning environments than U.S. schools. Using the words and observations;
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as a complement for making routine practice more varied, more enjoyable and more effective. In addition, digital epistemic games are computer;
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Building on his first book, Games That Teach, Steve Sugar, along with George Takacs, tackles teams and team learning through the use;
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Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward;
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Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward;
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. Among the topics addressed are virtual reality, computer assisted learning, computer graphics, tutoring systems, e-learning, e-culture, and;
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In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;
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In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;
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in banks; computer-assisted teaching on science education; inquiry web-based learning to enhance knowledge construction; new forms of and tools for;
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, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games;
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Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and;
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Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and;
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, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games;
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This book constitutes the refereed post-conference proceedings of the 16th International Conference on Advances in Computer Games, ACG 2019;
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history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this;
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Deep learning has transformed the fields of computer vision, image processing, and natural language applications. Thanks to TensorFlow.js;
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This book constitutes the thoroughly refereed post-conference proceedings of the 13th Advances in Computer Games Conference, ACG 2011, held;
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This engaging, learn-by-doing guide combines fun and games with the fundamentals of computer programming. Computer programming often has a;
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effectively assess, modify, and enhance learning and assessment outcomes of simulations and games used in education and training. The volume;
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effectively assess, modify, and enhance learning and assessment outcomes of simulations and games used in education and training. The volume responds;
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Kids can easily learn to code with Computer Coding Scratch Games Made Easy, the perfect workbook for beginners learning to code for school;
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