Augmented Learning

Author: Eric Klopfer
Publisher: MIT Press
ISBN: 0262113155
Size: 11.70 MB
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An overview of mobile learning games that argues for the educational advantages of handheld games over their big-screen counterparts.

Author:
Publisher:
ISBN: 0262037807
Size: 23.20 MB
Format: PDF, ePub
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Serious Games And Edutainment Applications

Author: Minhua Ma
Publisher: Springer
ISBN: 3319516450
Size: 13.96 MB
Format: PDF, ePub, Mobi
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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Rules Of Play

Author: Katie Salen
Publisher: MIT Press
ISBN: 9780262240451
Size: 70.24 MB
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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.

Tap

Author: Anindya Ghose
Publisher: MIT Press
ISBN: 0262340410
Size: 19.85 MB
Format: PDF, Kindle
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Consumers create a data trail by tapping their phones; businesses can tap into this trail to harness the power of the more than three trillion dollar mobile economy. According to Anindya Ghose, a global authority on the mobile economy, this two-way exchange can benefit both customers and businesses. In Tap, Ghose welcomes us to the mobile economy of smartphones, smarter companies, and value-seeking consumers. Drawing on his extensive research in the United States, Europe, and Asia, and on a variety of real-world examples from companies including Alibaba, China Mobile, Coke, Facebook, SK Telecom, Telefónica, and Travelocity, Ghose describes some intriguingly contradictory consumer behavior: people seek spontaneity, but they are predictable; they find advertising annoying, but they fear missing out; they value their privacy, but they increasingly use personal data as currency. When mobile advertising is done well, Ghose argues, the smartphone plays the role of a personal concierge -- a butler, not a stalker. Ghose identifies nine forces that shape consumer behavior, including time, crowdedness, trajectory, and weather, and he examines these how these forces operate, separately and in combination. With Tap, he highlights the true influence mobile wields over shoppers, the behavioral and economic motivations behind that influence, and the lucrative opportunities it represents. In a world of artificial intelligence, augmented and virtual reality, wearable technologies, smart homes, and the Internet of Things, the future of the mobile economy seems limitless.

Handbook Of Research On Serious Games For Educational Applications

Author: Zheng, Robert
Publisher: IGI Global
ISBN: 1522505148
Size: 41.37 MB
Format: PDF, ePub, Docs
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Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Technology Platform Innovations And Forthcoming Trends In Ubiquitous Learning

Author: Neto, Francisco Milton Mendes
Publisher: IGI Global
ISBN: 1466645431
Size: 38.74 MB
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It is hard to deny the ubiquity of web technologies used for educational tools; which have provided significant breakthroughs in learning environments. These innovations have contributed to the growing approach of computer-supported education. Technology Platform Innovations and Forthcoming Trends in Ubiquitous Learning overviews the opportunities provided by new technologies, applications, and research in the areas of ubiquitous learning and how those technologies can be successfully implemented. This publication is addressed to a wide audience of researchers, students, and educators interested in a better comprehension of learning process requirements that are mediate by an assorted set of technology innovations.

Location Based Mobile Games

Author: Davide Spallazzo
Publisher: Springer
ISBN: 3319752561
Size: 27.25 MB
Format: PDF, ePub
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This book approaches Location Based Mobile Games from a design perspective, investigating the peculiar traits that make them compelling contemporary practices and challenging fields of investigation. Relying on an interdisciplinary theoretical background and empirical studies, it delves into LBMGs’ intertwining theoretical assumptions and describes their translation into practice. The authors examine these games from different perspectives, exploring how they can impact the way we look at our surroundings, their influence on our social dimension, their ability to translate a wide range of information into a game experience, and the negotiations they activate by intertwining two realities. Each issue is addressed from a twofold perspective: that of the designers who craft the games, and that of the users who interpret the designers’ choices and take part in the game experience. In so doing, the book covers the relationship between processes of designing and playing, investigating games that communicate through meaningful interactions, share perspectives as forms of narratives, and integrate physicality and surroundings in the play activity. The reasoning advanced throughout the chapters will benefit researchers, designers and entrepreneurs in the field, as it provides a novel perspective on LBMGs, seeks to increase designers’ awareness of often-neglected issues, and suggests interpretations and practices that can impact how commercial games are designed.

Mobile Technology For Children

Author: Allison Druin
Publisher: Morgan Kaufmann
ISBN: 9780080954097
Size: 67.81 MB
Format: PDF, Mobi
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Children are one of the largest new user groups of mobile technology -- from phones to micro-laptops to electronic toys. These products are both lauded and criticized, especially when it comes to their role in education and learning. The need has never been greater to understand how these technologies are being designed and to evaluate their impact worldwide. Mobile Technology for Children brings together contributions from leaders in industry, non-profit organizations, and academia to offer practical solutions for the design and the future of mobile technology for children. *First book to present a multitude of voices on the design, technology, and impact of mobile devices for children and learning *Features contributions from leading academics, designers, and policy makers from nine countries, whose affiliations include Sesame Workshop, LeapFrog Enterprises, Intel, the United Nations, and UNICEF *Each contribution and case study is followed by a best practice overview to help readers consider their own research and design and for a quick reference