Handbook of Research on Gaming Trends in P-12 Education

Handbook of Research on Gaming Trends in P-12 Education

Release Date: October, 2015|Copyright: © 2016 |Pages: 663
DOI: 10.4018/978-1-4666-9629-7
ISBN13: 9781466696297|ISBN10: 146669629X|EISBN13: 9781466696303
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Description & Coverage
Description:

Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students.

The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Designing Digital Objects
  • Distance Learning
  • Game Design Frameworks
  • Game-Based Learning in Physics Classrooms
  • Games and Learning Principles
  • Kinesthetic Gaming, Cognition, and Learning
  • Smart Toys
Reviews & Statements

Through 27 chapters, researchers working in technology, education, and other areas in the US, Canada, Europe, and Australia examine trends in game-based education in preschool through 12th grade classrooms. They discuss theoretical aspects, such as motivation to learn, inquiry-based STEM (science, technology, engineering, and math) learning, embodied learning principles, the concept of reality guides in game design frameworks, the use of templates in the design of an immersive virtual learning environment, kinesthetic gaming and cognition, and training teachers to become augmented reality game designers, followed by pedagogical concepts, including information literacy in virtual environments, disciplinarily-integrated games, the role of serious games

– ProtoView Reviews
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Editor/Author Biographies
Donna Russell is adjunct faculty at Walden University's College of Education's Teaching, Learning and Innovation program. She is adjunct faculty at Capella University's School of Social and Behavioral Sciences’ Educational Psychology program She has published extensively on the design and implementation of virtual learning environments. She has a bachelors and master’s degree in Education specializing in Instructional Design. Her PhD is in Educational Psychology with an emphasis on cognition and technology. She has 15 years’ experience teaching in P-12 educational settings.
Dr. James Laffey is a Professor in the School of Information Science and Learning Technologies and a former researcher and systems developer at Apple Computer, Inc. Dr. Laffey has a Ph.D. in Education from the University of Chicago and has won awards for the design of innovative, media-based computer systems. Through his design work and scholarship he is internationally recognized as an expert in the area of human-computer interaction. He currently teaches graduate level courses on development of systems to optimize HCI and learning, including approaches to game-based virtual learning. He has received over $8 million of funding during the past 15 years.
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