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Empowering Learners for Life in the Digital Age

; teachers' education and professional development; games-based learning and gamification; learning in specific and disciplinary contexts; learning;

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Games for Training, Education, Health and Sports

of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education;

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Games-To-Teach or Games-To-Learn

The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two;

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Eyes Open 3 workbook + online practice

, games and interactive video activities. Teachers can use the platform to track students' progress and ensure more effective learning. A;

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Using Cognitive and Affective Metrics in Educational Simulations and Games

effectively assess, modify, and enhance learning and assessment outcomes of simulations and games used in education and training. The volume;

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Using Cognitive and Affective Metrics in Educational Simulations and Games

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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Educational Games

The pervasive use of games by students and their integration in formal education by a number of pioneer teachers creates a need for a;

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Games: Purpose and Potential in Education

background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design;

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Games: Purpose and Potential in Education

background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design;

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Games 3

The newest volume in the best-selling Ideas Library is Games 3--a collection of more than 400 fun, creative, youth-group-tested games;

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Gaming SEL

Games, Minecraft Education, and UNESCO MGIEP-share advice. Games themselves cannot be responsible for children's learning. Having a;

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Theoretical Issues of Using Simulations and Games in Educational Assessment

games in educational assessment. Chapters consider how technologies can be used to effectively assess, modify, and enhance learning and;

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Digital Games and Learning

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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Digital Games and Learning

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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Advances in Game Design and Development Research

Learning games have long been used in adult education, and are particularly common in business education. This has brought up the question;

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Eyes Open 3 student's book +online workbook/practice

Captivating Discovery Education (TM) video and stimulating global topics spark curiosity and engage teenage learners. Developed;

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How Computer Games Help Children Learn

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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Human-Computer Interaction

, adaptive instruction systems, accessibility, use of video games in education, artificial Intelligence in HCI, among others. *The workshop;

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Serious Games for Global Education

contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL;

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Learning with Digital Games

Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward;

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Learning with Digital Games

Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward;

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Multi-Agent Machine Learning

, and TD learning with eligibility traces. Chapter 3 discusses two player games including two player matrix games with both pure and mixed;

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Ludoliteracy

with videogames. However, games education can be surprisingly complex. This book explores ludoliteracy, or the question of what it means to;

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Adventure Education

This essential guide promotes learning through activity-centred adventure experiences, providing skill development, social education and;

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Adventure Education

This essential guide promotes learning through activity-centred adventure experiences, providing skill development, social education and;

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Game-based Learning Across the Disciplines

interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.;

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Einde inhoud

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