E Learning Games
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Engaging Learning
Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.
The ASTD E-learning Handbook
Author: Allison Rossett
language: en
Publisher: McGraw Hill Professional
Release Date: 2002
The entire training industry is undergoing dramatic change, as training is moved out of traditional classrooms and onto the Web. Training publications and conferences are now dominated by speakers, writers, and vendors talking about e-Learning. The e-Learning revolution is forcing companies to spend millions on new technology and new web-based courseware, threatening the role of traditional classroom trainers, and saving companies millions of dollars in housing and travel costs because trainees no longer need a plane ticket and 3 nights' accommodation to attend a corporate training program - the training can be delivered to each learner's desktop over the Web. But because e-Learning is still in the revolution stage, there are no clear standards and models for how to create and deliver e-Learning successfully. Everyone is asking the same questions: how does web-based training fit in with traditional classroom based training? What are the standards for designing high-quality e-Learning? How much interaction with an instructor do e-Learning participants need? What is the role of the instructional designer in online learning? The ASTD e-Learning Yearbook will be the first annual refe
Serious Games and Edutainment Applications
Author: Minhua Ma
language: en
Publisher: Springer Science & Business Media
Release Date: 2011-12-10
The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.