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Learning in Real and Virtual Worlds: Commercial Video Games as Educational Tools

Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes;

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Learning in Real and Virtual Worlds: Commercial Video Games as Educational Tools

Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes;

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Increasing Student Engagement and Retention Using Immersive Interfaces

open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning;

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Design for Learning in Virtual Worlds

virtual worlds for use in educational and training settings. Design for Learning in Virtual Worlds will be invaluable both as a professional;

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Design for Learning in Virtual Worlds

virtual worlds for use in educational and training settings. Design for Learning in Virtual Worlds will be invaluable both as a professional;

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Augmented Learning

technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars;

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Augmented Learning

technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars;

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Learning Technologies and User Interaction

, predictive analytics, video games, virtual reality, and more hold considerable potential to foster advanced forms of synergy across contexts;

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Gaming the System

. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just fun and games, presenting them as sites for;

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Gaming the System

. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just fun and games, presenting them as sites for;

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Using Virtual Worlds in Educational Settings: Making Learning Real

six faculty members who introduced virtual worlds into their teaching and learning, this book contains practical examples of how virtual;

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Using Virtual Worlds in Educational Settings: Making Learning Real

and six faculty members who introduced virtual worlds into their teaching and learning, this book contains practical examples of how virtual;

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The State of Play

possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes;

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Graduate Skills and Game-Based Learning

literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates;

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Graduate Skills and Game-Based Learning

literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates;

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Educational & Learning Games

technology. The book covers a wide variety of topics to include augmented reality, virtual environments, and video games in education.;

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Transactions on Edutainment XIII

, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games;

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Playing with the Past

technology and creative ideas for more engaging and educational games and virtual learning environments.This second edition builds on and updates the;

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Transforming Virtual World Learning

then using the space to plan in 3D, design real-time and implement a 'virtual biodome effect' for continuous learning. It is our hope the book;

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Electric Worlds in the Classroom

We all know that kids like video games, so why not help them learn course content in these virtual worlds? This guidebook will help;

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Electric Worlds in the Classroom

We all know that kids like video games, so why not help them learn course content in these virtual worlds? This guidebook will help;

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Video Games and Storytelling

The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be;

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Learning in Video Game Affinity Spaces

As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that;

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Learning in Video Game Affinity Spaces

As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that;

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Transactions on Edutainment VIII

, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games;

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Virtual Worlds

The book deals with the challenges that arise when virtual worlds are used for learning and teaching. The ideas and practices emerging from;

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The War on Learning

courses), the gamification of subject matter, remix pedagogy, video lectures (from Randy Pausch to the Baked Professor ), and educational virtual;

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