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3,165 result(s) for "game‐based learning"
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L'immaginario storico promosso dai videogiochi: un'opportunità in chiave didattica
The paper aims at discussing how historical knowledge is transmitted in the videogame series \"Age of Empires\". Charsky&Mims (2008) suggested that students, at the end of the videogame activity, compare the information gathered with that provided by historical accounts to discover hidden game mechanics. The author argues that, in a perspective of history education through game-based learning (Delgado-Algarra 2020) \"Age of Empires\" enables the gamer to discover the past in a relatively short time, moving around easily (Brusa, 2022, 75).
Spielend lernen und chancengerecht bilden: Die Booster Game-Familie im Berufsfeld Ernährung und Hauswirtschaft
Der Beitrag stellt die „Booster Game-Familie“, eine Kombination aus analogen und digitalen Lernspielen, für das Berufsfeld Ernährung und Hauswirtschaft vor. Die Analyse der Implementierungshürden verweist auf strukturelle Rahmenbedingungen des Bildungssystems als zentrale Herausforderung. Schlüsselwörter: Game-based Learning, analoges und digitales Lernen, Chancengerechtigkeit, Kompetenzentwicklung / Playful Learning and Equitable Education: The Booster Game Family in the Vocational Field of Nutrition and Home Economics. Abstract: The article introduces the 'Booster Game family', a combination of analog and digital learning games for the vocational field of nutrition and home economics. The analysis of implementation hurdles points to the structural framework of the education system as a key challenge. Keywords: game-based learning, physical and digital learning, equity, skill development
Intelligent Augmented Reality Training for Motherboard Assembly
We investigate the combination of Augmented Reality (AR) with Intelligent Tutoring Systems (ITS) to assist with training for manual assembly tasks. Our approach combines AR graphics with adaptive guidance from the ITS to provide a more effective learning experience. We have developed a modular software framework for intelligent AR training systems, and a prototype based on this framework that teaches novice users how to assemble a computer motherboard. An evaluation found that our intelligent AR system improved test scores by 25 % and that task performance was 30 % faster compared to the same AR training system without intelligent support. We conclude that using an intelligent AR tutor can significantly improve learning compared to more traditional AR training.
New ways in teaching with games
For students ranging from young learners to adults, New Ways in Teaching with Games offers more than 90 fresh activities—each with video instruction—that involve play and games that will enrich your EFL and ESL classrooms. This innovative volume introduces traditional, online, and commercial games and explains how they can be used to practice language; Illustrates games that can reinforce language across the four skill areas and encourage both culturally and pragmatically appropriate language productions; and enriches language classrooms with a variety of innovative, learner-friendly games that are seamlessly tied to language practice. Using gamification for your ESL classroom turns repetitive exercises into meaningful and fun activities! The activities are broken down by topic, including: Traditional Pencil and Paper Games; Dice Games; Board Games; Card Games; Technology-Mediated Games: Online, Apps, and More; and Miscellaneous Games. Video instructions included for each activity! **This title also includes a companion website with online resources.**
Alternate Reality Games and the Cusp of Digital Gameplay
Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analyses of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.