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This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for;
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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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, commercial games), game-informed L2TL design (gamification and the general application of gameful principles to L2 pedagogy), and game-based L2TL;
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This book discusses topics concerning digital game-based learning focusing on learning-by-game-building and Web 2.0. Grounded in the new;
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This book discusses topics concerning digital game-based learning focusing on learning-by-game-building and Web 2.0. Grounded in the new;
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. They represent the innovative integration of smart systems, technologies and objects, smart environments, smart pedagogy, smart learning and;
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classrooms with state-of-the-art technologies and technical platforms; smart pedagogy based on modern teaching and learning strategies; smart;
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school and work-based learning, higher education, professional development, vocational training, health and healthy aging programs, smart and;
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Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game;
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Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game;
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The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses;
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-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century;
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* Engineering Pedagogy Education * Game based Learning * K-12 and Pre-College Programs * Mobile Learning Environments: Applications It will benefit a;
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several interconnected parts: Part 1 - Smart Education, Part 2 - Smart e-Learning, Part 3 - Smart Pedagogy, Part 4 - Smart Education: Systems and;
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Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for;
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This book provides the fundamental theory of distributed optimization, game and learning. It includes those working directly;
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This book provides the fundamental theory of distributed optimization, game and learning. It includes those working directly;
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Geeky Pedagogy is a funny, evidence-based, multidisciplinary, pragmatic, highly readable guide to the process of learning and relearning;
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several interconnected parts: Part 1 - Smart Education, Part 2 - Smart e-Learning, Part 3 - Smart Pedagogy, Part 4 - Smart Education: Systems and;
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future. Digital Game-Based Learning is a landmark volume that traces the shift from traditional learning techniques to digital and game-based;
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This book contains papers in the fields of collaborative learning, new learning models and applications, project-based learning, game-based;
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empathy, systems thinking, and design thinking? This question has motivated Matthew Farber's Game-Based Learning in Action: How an Expert Affinity;
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effective, game-based learning. Despite famous game-designer Costikyan's characterization of game-design as an art, rather than an engineering;
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pedagogy that provides college students and faculty unique teaching and learning opportunities-as a high impact practice for student learning and;
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pedagogy that provides college students and faculty unique teaching and learning opportunities-as a high impact practice for student learning and;
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The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction;
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