Handbook of Research on Immersive Digital Games in Educational Environments

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Release : 2018-08-31
Genre : Education
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Book Rating : 911/5 ( reviews)

Handbook of Research on Immersive Digital Games in Educational Environments - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Handbook of Research on Immersive Digital Games in Educational Environments write by Krassmann, Aliane Loureiro. This book was released on 2018-08-31. Handbook of Research on Immersive Digital Games in Educational Environments available in PDF, EPUB and Kindle. Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging research exploring the theoretical and practical aspects of digital games and technological resources and applications within contemporary education. Featuring coverage on a broad range of topics such as digital integration, educational simulation, and learning theories, this book is ideally designed for teachers, pre-service teachers, students, educational researchers, and education software developers seeking current research on diverse immersive platforms and three-dimensional environments that support the creation of digital games and other applications to improve teaching and learning processes.

Handbook of Research on Serious Games as Educational, Business and Research Tools

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Release : 2012-02-29
Genre : Education
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Book Rating : 507/5 ( reviews)

Handbook of Research on Serious Games as Educational, Business and Research Tools - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Handbook of Research on Serious Games as Educational, Business and Research Tools write by Cruz-Cunha, Maria Manuela. This book was released on 2012-02-29. Handbook of Research on Serious Games as Educational, Business and Research Tools available in PDF, EPUB and Kindle. "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.

Handbook of Research on Effective Electronic Gaming in Education

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Release : 2008-07-31
Genre : Technology & Engineering
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Book Rating : 116/5 ( reviews)

Handbook of Research on Effective Electronic Gaming in Education - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Handbook of Research on Effective Electronic Gaming in Education write by Ferdig, Richard E.. This book was released on 2008-07-31. Handbook of Research on Effective Electronic Gaming in Education available in PDF, EPUB and Kindle. "This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Handbook of Research on Serious Games for Educational Applications

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Release : 2016-08-01
Genre : Education
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Book Rating : 148/5 ( reviews)

Handbook of Research on Serious Games for Educational Applications - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Handbook of Research on Serious Games for Educational Applications write by Zheng, Robert. This book was released on 2016-08-01. Handbook of Research on Serious Games for Educational Applications available in PDF, EPUB and Kindle. Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning

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Release : 2016
Genre : Computers
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Book Rating : 251/5 ( reviews)

Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning write by Francisco Milton Mendes Neto. This book was released on 2016. Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning available in PDF, EPUB and Kindle. As society continues to experience increases in technological innovations, various industries must rapidly adapt and learn to incorporate these advances. When utilized effectively, the use of computer systems in educational settings creates a richer learning environment for students. The Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning is a critical reference source for the latest research on the application of virtual reality in educational environments and how the immersion into three-dimensional settings enhances student motivation and interaction. Exploring innovative techniques and emerging trends in virtual learning and hypermedia, this book is ideally designed for researchers, developers, upper-level students, and educators interested in the incorporation of immersive technologies in the learning process.