000 | 04705nam a22004573i 4500 | ||
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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 |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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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 |