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Handbook of research on gaming trends in P-12 education / Donna Russell and James M. Laffey, editors.

Contributor(s): Publisher: Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, PA 17033, USA) : IGI Global, [2016]Description: PDFs (663 pages) : illustrationsContent type:
  • text
Media type:
  • electronic
Carrier type:
  • online resource
ISBN:
  • 9781466696303
Subject(s): Genre/Form: Additional physical formats: No title; Print version:: No titleDDC classification:
  • 371.33/7 23
LOC classification:
  • LB1029.G3 H35 2016e
Online resources: Available additional physical forms:
  • Also available in print.
Contents:
Beyond fun: Pintrich, motivation to learn, and games for learning / Mario M. Martinez-Garza [and 3 others] -- Design and implementation of an MMO: approaches to support inquiry learning with games / Louisa Rosenheck [and 3 others] -- Games and their embodied learning principles in the classroom: connecting learning theory to practice / Sam von Gillern -- Game design frameworks and reality guides / Tomi "bgt" Suovuo, Ilmari Lahti, Jouni Smed -- The design of immersive virtual learning environments utilizing problem-based learning templates / Donna Russell -- Kinesthetic gaming, cognition, and learning: implications for P-12 education / Erdem Demiroz -- The theory and process involved with educational augmented reality game design / Patrick O'Shea, Chris Campbell -- Information literacy in virtual environments: changing needs of P-12 learners / Valerie J Hill -- Disciplinarily-integrated games: generalizing across domains and model types / Douglas B. Clark, Pratim Sengupta, Satyugjit Virk -- Playful transition: serious games for the middle school years / Anne Elizabeth Snyder, Victoria Van Voorhis -- Designing alien mysteries in Chatterdale: an instructor's perspective / Stella K. Hadjistassou, Judith Molka-Danielsen -- Designing digital objects to scaffold learning / Grant Van Eaton, Douglas B. Clark -- Flipping the paradigm of education: developing a comprehensive educational program integrating virtual immersive learning environments / Donna Russell --
An examination of pre-service teachers' attitudes towards game-based learning / Phu Vu [and 3 others] -- Using a live simulation to teach human anatomy and the diagnostic process to high school students / Debra C. Burkey Piecka, Manetta Calinger -- Using video gameplay to measure achievement for students with disabilities: a new perspective to grading and achievement reporting / Benjamin Gallegos, Michelle T. Kepple, Caitlyn A. Bukaty -- The creation of a rubric for the evaluation of language teaching and learning videogames / Douglas A. Agar, Philip J. Chappell -- Can pre-service teachers create digital game-based activities without coding knowledge? / Phu Vu, Martonia Gaskill -- Exploring the impact of free-form and structured digital games on the player experience of kindergarten and primary school students / Sotiris Kirginas, Dimitris Gouscos -- Mission HydroSci: distance learning through game-based 3D virtual learning environments / James M. Laffey [and 4 others] -- Building Bridges: teachers leveraging game-based implicit science learning in physics classrooms / Elizabeth Rowe [and 4 others] -- The use of smart toys in learning games / Peter A. Smith, Shelly Welch -- Minecraft schooling: digital learning for junior years / Leonard Busuttil, Christina Gruppetta, Vanessa Camilleri -- Designing a learning analytic system for assessing immersive virtual learning environments / Donna Russell, Steven E. Wallis --
Navigating through virtual worlds: from single characters to large crowds / Norman Jaklin, Roland Geraerts -- Game-based learning with the leap motion controller / Martin Ebner, Norbert Spot -- A future focus of gaming: soft skills / DeAnna Proctor, Lenora Jean Justice.
Abstract: "This book provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society, melding gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms"--Provided by publisher.
Item type: eBooks
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Includes bibliographical references and index.

Beyond fun: Pintrich, motivation to learn, and games for learning / Mario M. Martinez-Garza [and 3 others] -- Design and implementation of an MMO: approaches to support inquiry learning with games / Louisa Rosenheck [and 3 others] -- Games and their embodied learning principles in the classroom: connecting learning theory to practice / Sam von Gillern -- Game design frameworks and reality guides / Tomi "bgt" Suovuo, Ilmari Lahti, Jouni Smed -- The design of immersive virtual learning environments utilizing problem-based learning templates / Donna Russell -- Kinesthetic gaming, cognition, and learning: implications for P-12 education / Erdem Demiroz -- The theory and process involved with educational augmented reality game design / Patrick O'Shea, Chris Campbell -- Information literacy in virtual environments: changing needs of P-12 learners / Valerie J Hill -- Disciplinarily-integrated games: generalizing across domains and model types / Douglas B. Clark, Pratim Sengupta, Satyugjit Virk -- Playful transition: serious games for the middle school years / Anne Elizabeth Snyder, Victoria Van Voorhis -- Designing alien mysteries in Chatterdale: an instructor's perspective / Stella K. Hadjistassou, Judith Molka-Danielsen -- Designing digital objects to scaffold learning / Grant Van Eaton, Douglas B. Clark -- Flipping the paradigm of education: developing a comprehensive educational program integrating virtual immersive learning environments / Donna Russell --

An examination of pre-service teachers' attitudes towards game-based learning / Phu Vu [and 3 others] -- Using a live simulation to teach human anatomy and the diagnostic process to high school students / Debra C. Burkey Piecka, Manetta Calinger -- Using video gameplay to measure achievement for students with disabilities: a new perspective to grading and achievement reporting / Benjamin Gallegos, Michelle T. Kepple, Caitlyn A. Bukaty -- The creation of a rubric for the evaluation of language teaching and learning videogames / Douglas A. Agar, Philip J. Chappell -- Can pre-service teachers create digital game-based activities without coding knowledge? / Phu Vu, Martonia Gaskill -- Exploring the impact of free-form and structured digital games on the player experience of kindergarten and primary school students / Sotiris Kirginas, Dimitris Gouscos -- Mission HydroSci: distance learning through game-based 3D virtual learning environments / James M. Laffey [and 4 others] -- Building Bridges: teachers leveraging game-based implicit science learning in physics classrooms / Elizabeth Rowe [and 4 others] -- The use of smart toys in learning games / Peter A. Smith, Shelly Welch -- Minecraft schooling: digital learning for junior years / Leonard Busuttil, Christina Gruppetta, Vanessa Camilleri -- Designing a learning analytic system for assessing immersive virtual learning environments / Donna Russell, Steven E. Wallis --

Navigating through virtual worlds: from single characters to large crowds / Norman Jaklin, Roland Geraerts -- Game-based learning with the leap motion controller / Martin Ebner, Norbert Spot -- A future focus of gaming: soft skills / DeAnna Proctor, Lenora Jean Justice.

Restricted to subscribers or individual electronic text purchasers.

"This book provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society, melding gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms"--Provided by publisher.

Also available in print.

Mode of access: World Wide Web.

Description based on title screen (IGI Global, viewed 10/28/2015).

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