2015-09-07
Author: Sean Mintz
Publisher: Lulu Press, Inc
ISBN: 1329539117
Category : Computers
Languages : en
Pages :
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Book Description
Part of the appeal of video games is the visual eye-candy that splashes across the television screen. But even the addictive imagery is only half of the equation. The remaining half is the magic bestowed upon our eyes when this imagery comes to life. Animation that’s controlled by a gamer is all it takes to escape into a different time and place – a time and place brought to you by virtual reality. This ebook will give you not only information on video games, but also on gaming systems like x-box and psp, and also job opportunities as a gamer! GRAB A COPY TODAY!
Author: Sean Mintz
Publisher: Lulu Press, Inc
ISBN: 1329539117
Category : Computers
Languages : en
Pages :
View
Book Description
Part of the appeal of video games is the visual eye-candy that splashes across the television screen. But even the addictive imagery is only half of the equation. The remaining half is the magic bestowed upon our eyes when this imagery comes to life. Animation that’s controlled by a gamer is all it takes to escape into a different time and place – a time and place brought to you by virtual reality. This ebook will give you not only information on video games, but also on gaming systems like x-box and psp, and also job opportunities as a gamer! GRAB A COPY TODAY!
Author: Clark Aldrich
Publisher: John Wiley & Sons
ISBN: 9780470506745
Category : Business & Economics
Languages : en
Pages : 576
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Book Description
"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.
Author: Blair Carter
Publisher: Nova Publishers
ISBN: 9781590335260
Category : Computers
Languages : en
Pages : 157
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Book Description
Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Author: Sara de Freitas
Publisher: IGI Global
ISBN: 1466639512
Category : Education
Languages : en
Pages : 310
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Book Description
"This book addresses the major challenges associated with adopting digital games into a standard curriculum, providing fresh perspectives from current practitioners in the education field"--Provided by publisher.
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466645032
Category : Education
Languages : en
Pages : 1837
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Book Description
Primary and Secondary education is a formative time for young students. Lessons learned before the rigors of higher education help to inform learners’ future successes, and the increasing prevalence of learning tools and technologies can both help and hinder students in their endeavors. K-12 Education: Concepts, Methodologies, Tools, and Applications investigates the latest advances in online and mobile learning, as well as pedagogies and ontologies influenced by current developments in information and communication technologies, enabling teachers, students, and administrators to make the most of their educational experience. This multivolume work presents all stakeholders in K-12 education with the tools necessary to facilitate the next generation of student-teacher interaction.
Author: Johannes Fromme
Publisher: Springer Science & Business Media
ISBN: 9400727771
Category : Education
Languages : en
Pages : 712
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Book Description
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Author: Cruz-Cunha, Maria Manuela
Publisher: IGI Global
ISBN: 1466601507
Category : Education
Languages : en
Pages : 1630
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Book Description
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.
Author: Brian Tomlinson
Publisher: John Wiley & Sons
ISBN: 1119054761
Category : Education
Languages : en
Pages : 416
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Book Description
Includes bibliographical references and index.
Author: Daryl Siedentop
Publisher: Human Kinetics
ISBN: 1492589322
Category : Education
Languages : en
Pages : 328
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Book Description
Complete Guide to Sport Education, Third Edition, offers a thoroughly updated version of the evidence-based curriculum and instruction model pioneered by Daryl Siedentop, universally acknowledged as the Father of Sport Education. Lead author Siedentop first articulated his Sport Education model back in the late 1970s; it has evolved ever since and has been expressed through three editions of this book. This third edition is backed by substantial research that supports the idea that Sport Education is a valuable and motivating approach to delivering quality physical education experiences for students from the early elementary grades through the university years. New and Revised Material Complete Guide to Sport Education, Third Edition, offers readers a significant amount of revised and new material, including enhanced guidance for Sport Education programming across a year. Also noteworthy is the updated alignment of Sport Education’s goals and objectives with the SHAPE America standards and the national learning objectives from other countries. In addition, the text provides six brand-new chapters on the following topics: Including students with special needs Implementing Sport Education beyond physical education (e.g., school-based after-school programs, intramurals, community-based programs, and university basic instruction programs) Evidence-based research on Sport Education Developing effective program-level policies and procedures Managing equipment, facilities, and supplies Sport Education’s link with international objectives Unique Approach to Sport Education Complete Guide to Sport Education represents a departure from traditional curriculum and instruction (C&I) models because it takes an effective student-centered approach, providing students with opportunities to take ownership and responsibility for various aspects of their class experiences. This approach better prepares students to be lifelong participants in healthy physical activity and sport—and to be more engaged in class. The text targets more in-depth and authentic learning experiences than most C&I models, giving students time to develop the skills they need and to learn to fulfill the team roles required for successful seasons. This latest edition introduces new readers to the idea of Sport Education and gives previous users of the model some fresh ways to expand their seasons and make them even more engaging and attractive to their students. Through Sport Education, students are shown effective and meaningful ways to learn about sport, to take part in sport, and to view sport as something they can connect with and find meaning in. Updated Ancillaries Complete Guide to Sport Education comes with several useful and updated ancillaries: A web resource that provides a wealth of examples to support the book content; this resource includes forms, charts, assessments, and other tools A test package that houses 447 multiple-choice and short-answer questions A presentation package with 225 slides outlining the book’s content, including select tables and illustrations from the book An instructor guide that includes course syllabus templates for instructors of undergraduate and graduate students, and provides core course assignments, optional course assignments, graduate student course assignments, and signature assignments Book Organization The text is organized into three parts, with part I outlining the essential features of the Sport Education model and identifying the key aspects upon which the model is based. The importance of sport as a cultural phenomenon is then introduced to explain why it should be a part of school physical education programs. This part also addresses how to identify and select season outcomes, how to use instructional alignment to gain quality season experiences, and how to promote physical activity beyond physical education. Part II explores all the important considerations in designing and implementing Sport Education seasons. This includes modifying games and activities, designing competition formats, selecting teams and roles, teaching fair play, developing competent players, and more. Part III delves into key program design considerations, showing the links between Sport Education and U.S. content standards as well as learning objectives from a number of other countries, guiding readers through the assessment process, and examining the various aspects involved in managing a physical education program based on Sport Education. It also shows how to integrate classroom content with Sport Education. Authoritative and Affordable This popular text, whose first edition was published in 1994, is very affordable compared to similar texts. But the greatest benefit is the enduring quality of an evidence-based, student-centered text that has proven to be of high value to instructors and students alike. Through the book’s Sport Education model, students develop sport skills, grow in leadership and responsibility, and learn about the nonplaying roles of the sport experience (e.g., coach, trainer, publicist, equipment manager, choreographer). All of this leads to being more engaged in class—and to continuing a healthy physical activity engagement beyond the school years.
Author: Janna Jackson Kellinger
Publisher: Springer
ISBN: 3319423932
Category : Education
Languages : en
Pages : 349
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Book Description
This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. 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”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.