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Books in the Advances in Game-Based Learning series

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  • by Dirk Ifenthaler & Carmela Aprea
    £120.99

  •  
    £120.99

    This book includes more than twenty computer games and simulations for use in teacher training.

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    £153.49

    Chapter 1. Game-based learning and assessment of creative challenges through artefact development.- Chapter 2. The Role of Instructional Activities For Collaboration in Simulation-Based Games.- Chapter 3. Repurposing Tech Tools for Game-based Learning.- Chapter 4. Designing and Playing Games in Scratch: Smart pedagogy of a game-based challenge for Probabilistic Reasoning.- Chapter 5. Using Game-Based Learning to Prompt Reflective and Holistic Thinking in Project Management.- Chapter 6. Game-based learning for Teaching Multiplication and Division to Kindergarten Students.- Chapter 7. Gamify Gamifying: Learning with Breakouts.- Chapter 8. Designing an online escape room as an educational tool.- Chapter 9. Factors Affecting Game-Based Learning Experience: The Case of Serious Games.- Chapter 10. Implementing quiz apps as game-based learning tools in higher education for the enhancement of learning motivation.- Chapter 11. Reflections on the application of a gamified environment to foster young learners'' digital competencies.- Chapter 12. Game design for adult learning: blending smart pedagogy and an andragogic view.- Chapter 13. Serious Film Games (S.FI.GA.): Integrating game elements with filmmaking principles into playful script writing.

  •  
    £120.99

    This book includes more than twenty computer games and simulations for use in teacher training.

  •  
    £153.49

    The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts.

  • - How to "Game" the System
    by Janna Jackson Kellinger
    £131.99

    This book is a guide to designing curricular games to suit the needs of students. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply "Alex Trebek (host of Jeopardy) wearing a mask".

  • - Enjoy Learning Like Gaming
    by John Burton, Sangkyun Kim, Barbara Lockee & et al.
    £131.99

    This book explores the theoretical foundations of gamification in learning and education. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

  • - The Science and Art of Development
    by Greg Jones & Scott J. Warren
    £77.99

    This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences.

  • - A Practical Guide
    by Katrin Becker
    £77.99 - 110.49

    Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience.

  • - New Perspectives
    by Elena Dell'Aquila, Michela Ponticorvo, Andrea Di Ferdinando, et al.
    £120.99

    The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings.

  • - Cross-Generational and Age-Oriented Topics
     
    £110.49

    The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies.

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    £120.99

    The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation.

  • - Teaching Values Through Play
    by David Gibson & Karen Schrier
    £196.99

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