000 04705nam a22004573i 4500
001 EBC6187436
003 MiAaPQ
005 20240724114240.0
006 m o d |
007 cr cnu||||||||
008 240724s2020 xx o ||||0 eng d
020 _a9781315295039
_q(electronic bk.)
020 _z9781138239753
035 _a(MiAaPQ)EBC6187436
035 _a(Au-PeEL)EBL6187436
035 _a(OCoLC)1153853662
040 _aMiAaPQ
_beng
_erda
_epn
_cMiAaPQ
_dMiAaPQ
050 4 _aLB1029.G3
_b.A763 2020
082 0 _a371.33699999999999
100 1 _aArnab, Sylvester.
245 1 0 _aGame Science in Hybrid Learning Spaces.
250 _a1st ed.
264 1 _aOxford :
_bTaylor & Francis Group,
_c2020.
264 4 _c©2020.
300 _a1 online resource (224 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 1 _aDigital Games, Simulations, and Play in Learning Series
505 0 _aCover -- Half Title -- Series Page -- Title Page -- Copyright Page -- Dedication -- Table of Contents -- List of Illustrations -- Foreword -- Preface -- Acknowledgements -- PART 1: Hybrid Learning -- 1. Breaking the Barriers of Space and Time -- Expanding the Horizon -- Opening Up, Contextualising and Situating Education -- Hybridity, Formality and Pervasiveness -- Formality -- Pervasiveness -- Hybridity through Playfulness and Gamefulness -- Spatial, Temporal and Social Hybridity with Pervasive Gaming -- Hybrid Learning through Gameful Creativity -- Conclusions -- 2. Hybrid Learning -- Don't Just Blend, Think Hybrid -- Blended Learning -- Pervasive Learning -- Hybrid Learning -- Holistic Considerations for a Hybrid Approach to Learning -- Hybrid Considerations Based On a Pervasive Game for Language Learning -- Conclusions -- PART 2: Game Science -- 3. Play, Games, and Motivation -- Play a Game and Learn -- Motivation and Gameplay -- Game Elements -- Flow Experience and Playability -- Self-Determination Theory and Gameplay -- Motivation, Ability and Trigger through a Player's Journey -- Conclusions -- 4. Applied Gaming, Gamification, and Gameful Design -- Learning through Games and Game-Like Experiences -- Applied Gaming: Game-Based Learning and Serious Gaming -- Gamification -- Gameful Design and Experiences -- Game-Based Design Models and Frameworks for Learning -- Four-Dimensional Framework (4DF) of Learning -- Mapping Pedagogical and Game Constructs -- Mapping Learning-Game Mechanics and Motivation (LM-GM-SDT) -- Transdisciplinary Model for Developing Game-Based Interventions -- Conclusions -- PART 3: Transforming Practice and Trends to Consider -- 5. Game Science in Hybrid Learning Spaces -- Hybrid and Gameful -- Hybrid Learning 'Spaces' -- Formal and Informal Contexts and Spaces -- Pervasive Spaces -- Collective and Community Spaces.
505 8 _aCreative Spaces -- Examples from the Field -- BEACONING: Extending Learning across Contexts and Spaces -- PlayVisit: Crossing Boundaries of Space -- PR:EPARe: Hybrid Delivery and Communal Space -- escapED: Injecting 'Curiology' in a Hybrid Learning Space -- Alternate-Reality Gaming: Merging Formal/Informal Contexts and Spaces -- GameChangers: Affording Creative and Community Spaces -- Conclusions -- 6. Hybrid and Gamified Learning Framework -- Towards a Framework of Considerations -- People -- Space -- Content -- Technology -- Process -- Hybrid Learning Elements Based On the PR:EPARe Game -- People -- Space -- Content -- Technology -- Process -- Conclusions -- 7. Hybridity, Gamefulness, and Beyond -- To Hybridity and Beyond -- Pedagogical Paradigms -- Technological Enablers -- Methodological Considerations -- Conclusions -- Index.
520 _aGame Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts.
588 _aDescription based on publisher supplied metadata and other sources.
590 _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
650 0 _aEducational games.
655 4 _aElectronic books.
776 0 8 _iPrint version:
_aArnab, Sylvester
_tGame Science in Hybrid Learning Spaces
_dOxford : Taylor & Francis Group,c2020
_z9781138239753
797 2 _aProQuest (Firm)
830 0 _aDigital Games, Simulations, and Play in Learning Series
856 4 0 _uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=6187436
_zClick to View
999 _c17983
_d17983