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An overview of mobile learning games that argues for the educational advantages of handheld games over their big-screen counterparts. New;
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An overview of mobile learning games that argues for the educational advantages of handheld games over their big-screen counterparts. New;
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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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in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the;
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in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the;
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Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas;
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decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational;
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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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ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their;
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ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their;
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research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging;
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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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The manual focuses on educational gaming system (PDM) used in the practice of the learning process the individual and the author. Much;
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The manual focuses on educational gaming system (PDM) used in the practice of the learning process the individual and the author. Much;
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How do we currently use educational technology? What are possible uses of educational technology and games in the future? The purpose;
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. In doing so, the volume enhances understanding of how games and simulations can intersect with the science of learning to improve educational;
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. In doing so, the volume enhances understanding of how games and simulations can intersect with the science of learning to improve educational;
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Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes;
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Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes;
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games in educational assessment. Chapters consider how technologies can be used to effectively assess, modify, and enhance learning and;
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learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best;
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learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best;
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Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement;
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Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement;
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delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human;
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delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human;
Vergelijkbare producten zoals Serious Games in Personalized Learning: New Models for Design and Performance
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