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E-Learning and Games

This book constitutes the refereed proceedings of the 10th International Conference on E-Learning and Games, Edutainment 2016, held;

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E-Learning and Games

This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held;

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75 e-Learning Activities

Activities is filled with scores of e-learning activities and games that offer trainers and instructors a handbook for creating interactive and;

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E-Learning Games

web based courseware. E-Learning Games contains openers, closers, practice exercises, simulations, peer learning activities, and idea;

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Serious Games Development and Applications

. Among the topics addressed are virtual reality, computer assisted learning, computer graphics, tutoring systems, e-learning, e-culture, and;

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e-Learning by Design

design techniques to the latest applications in games, social media, and mobile-learning. An essential reference for anyone involved in e;

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Handbook of Game-Based Learning

A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a;

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Learning with Digital Games

Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward;

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Learning with Digital Games

Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward;

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Digital Games and Learning

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;

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Digital Games and Learning

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;

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Multi-Agent Machine Learning

methods, and stochastic approximation. Chapter 2 covers single agent reinforcement learning. Topics include learning value functions, Markov games;

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The Power of Role-based e-Learning

defining games, simulations and role plays moderating engaging and authentic role-based e-learning activities assessment and evaluation. The;

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Transactions on Edutainment VIII

from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from;

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Games and Learning Alliance

This book constitutes the refereed proceedings of the 5th International Conference on Games and Learning Alliance, GALA 2016, held;

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Games for Motor Learning

teacher and coach Ron Dienstmann. These games integrate the schema theory of discrete motor skill learning, cooperative learning, and brain;

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Games, Learning, And Society

This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first;

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Games, Learning, and Society

This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first;

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Gamify Your Classroom: A Field Guide to Game-Based Learning

This book is a field guide on how to implement game-based learning and gamification techniques to the everyday teaching. It is a survey;

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The Power of Role-Based E-Learning: Designing and Moderating Online Role Play

defining games, simulations and role plays moderating engaging and authentic role-based e-learning activities assessment and evaluation. The;

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Encyclopedia of Computer Science

co-operative learning with social software in higher education; e-technology use and abuse in university classrooms; a strategy for analysing;

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Re-Thinking E-Learning Research

educational games to open educational resources - have come to be addressed under the rubric of e-learning . In response to these phenomena, Re;

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Re-Thinking E-Learning Research

educational games to open educational resources - have come to be addressed under the rubric of e-learning . In response to these phenomena, Re;

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Good Video Games and Good Learning

Good Video Games and Good Learning presents the most important essays by James Paul Gee devoted to the ways in which good video games;

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Good Video Games and Good Learning

Good Video Games and Good Learning presents the most important essays by James Paul Gee devoted to the ways in which good video games;

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Spiritual Gaming

; the opportunities for using repetitive learning processes to change perceptions and habits by means of specific games; the large potential;

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Educational Games

-based design approach to overcome the problems and challenges of learning-games is proposed in this book. The aim is to awaken the learning-game;

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