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Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills

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Release : 2022-02-11
Genre : Education
Kind : eBook
Book Rating : 476/5 ( reviews)

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Book Synopsis Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills by : Rivera-Trigueros, Irene

Download or read book Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills written by Rivera-Trigueros, Irene. This book was released on 2022-02-11. Available in PDF, EPUB and Kindle. Book excerpt: As new technologies and professional profiles emerge, traditional education paradigms have to be adapted to new scenarios, creating favorable conditions for promoting transversal skills among students. Consequently, there is a growing demand for training in emergent skills to solve problems of different natures, distributive leadership competencies, empathy, ability to control emotions, etc. In this sense, one of the challenges that educators of all different educational levels and training contexts have to face is to foster these skills in their courses. To overcome these obstacles, innovative and disruptive methodologies, such as game-based learning activities like escape rooms, can be a great ally for teachers to work on transversal skills and specific knowledge at the same time. The Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills gathers knowledge, skills, abilities, and capabilities on innovative and disruptive methodologies that can be applied in all educational levels to foster transversal skills. This publication contains different contributions focused on the description of innovative educational methods, processes, and tools that can be adopted by teachers to promote transversal skills such as creativity, critical thinking, decision-making, and entrepreneurial skills. This book is ideal for teachers, instructional designers, educational software developers, academics, professionals, students, and researchers working at all levels in the educational field and provides valuable background information to professionals who aim to overcome traditional paradigm obstacles and meet student needs by means of innovative and disruptive methodologies.

Using Disruptive Methodologies and Game-based Learning to Foster Transversal Skills

Download Using Disruptive Methodologies and Game-based Learning to Foster Transversal Skills PDF Online Free

Author :
Release : 2022
Genre : Educational games
Kind : eBook
Book Rating : 464/5 ( reviews)

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Book Synopsis Using Disruptive Methodologies and Game-based Learning to Foster Transversal Skills by : Irene Rivera-Trigeuros

Download or read book Using Disruptive Methodologies and Game-based Learning to Foster Transversal Skills written by Irene Rivera-Trigeuros. This book was released on 2022. Available in PDF, EPUB and Kindle. Book excerpt: "This book gathers knowledges, skills, abilities, and capabilities on innovative and disruptive methodologies that can be applied in all educational levels to foster transversal skills including game-based learning (gamification, educational Escape Rooms, etc.), online learning environments, collaborative learning, and project-based learning"--

Handbook of Game-Based Learning

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Author :
Release : 2020-02-04
Genre : Education
Kind : eBook
Book Rating : 386/5 ( reviews)

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Book Synopsis Handbook of Game-Based Learning by : Jan L. Plass

Download or read book Handbook of Game-Based Learning written by Jan L. Plass. This book was released on 2020-02-04. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era

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Release : 2022-09-30
Genre : Education
Kind : eBook
Book Rating : 159/5 ( reviews)

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Book Synopsis Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era by : Ordóñez de Pablos, Patricia

Download or read book Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era written by Ordóñez de Pablos, Patricia. This book was released on 2022-09-30. Available in PDF, EPUB and Kindle. Book excerpt: The evolution of information technologies, mobile devices, social media, and the needs of students, workers, and academics has experienced rapid changes in the past several years. This complex and dynamic reality requires new forms of education delivery and teaching methodologies for academics. Old teaching practices must be refreshed to provide customized and context-adapted learning opportunities. Additionally, there are drivers, barriers, and success factors within distance and mobile learning devices and systems that need to be explored and tested. The Handbook of Research on Education Institutions, Skills, and Jobs in the Digital Era aims to foster an international dialogue of approaches, methodologies, and tools for the transformation of education in the digital era and broaden the visibility of new technologies for education, establish an international scientific platform for collaboration on digital education, and accelerate innovation in education technology. Covering critical topics such as faculty training, online teaching, and talent management, this major reference work is ideal for government officials, industry professionals, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

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Release : 2023-07-10
Genre : Business & Economics
Kind : eBook
Book Rating : 672/5 ( reviews)

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Book Synopsis Handbook of Research on Decision-Making Capabilities Improvement With Serious Games by : Correia, Anacleto

Download or read book Handbook of Research on Decision-Making Capabilities Improvement With Serious Games written by Correia, Anacleto. This book was released on 2023-07-10. Available in PDF, EPUB and Kindle. Book excerpt: How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

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