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Anotasi Bibliografi - Education Games

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Education Games

Anotasi Bibliografi - Education Games

LB1029 .G3 S538 2006 Sher, Barbara. (2006). Attention games : 101 fun, easy games that help kids learn to focus. San Francisco: Jossey-Bass., If you want to focus children's attention, you first have to capture their interest. Attention Games is filled with interesting and child-tested activities that can help children of all ages become better at focusing and paying attention. By sharing the upbeat, joyful activities in Attention Games, you can enhance your child's intelligence, boost his confidence, increase his ability to concentrate on one thing for long periods, and show that you care. Developed by Barbara Sher―parent, teacher, play therapy specialist and pediatric occupational therapist―these activities are specially designed to encourage kids to expand their powers of attention in ways that will help them throughout their lives.


LB1029.S53 G36 2007 Games and simulations in online learning : Research and development frameworks. Hershey PA: Information Science Pub., Nearly all early learning happens during play, and new technology has added video games to the list of ways children learn interaction and new concepts. Although video games are everywhere, on Web sites, in stores, streamed to the desktop, on television, they are absent from the classroom. Computer-based simulations, a form of computer games, have begun to appear, but they are not as wide-spread as email, discussion threads, and blogs. Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. LB1028.5. P695 2007 Prensky, Marc. (2007). Digital game-based learning. St. Paul, MN.: Paragon House., Digital Game-Based Learning expands on his technique by explaining what digital gamebased learning is, why it is different and better, why it's not just another fad, where it can be used, and how to implement it. Brimming with case studies based on on-site visits to companies who have already successfully utilized this revolutionary training methodology, readers will discover new ways to better motivate and educate. A Web site -- www.twitchspeed.com -- linked to the guide will bring together the various people and companies involved in the game-based learning field and become a forum for the exchange of ideas. QA76.76 .C672 D52 2007 Dille, Flint. (2007). The ultimate guide to video game writing and design. Los Angeles: Lone Eagle., This guide goes way beyond the basics. The authors focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there's information on how to present a visionary new idea to developers and publishers.


LB1029.G3 K585 2008 Klopfer, Eric. (2008). Augmented learning : Research and design of mobile educational games. Cambridge, Mass.: MIT Press., New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. They use social dynamics and real-world context to enhance game play, they can be integrated into the natural flow of instruction more easily than their big-screen counterparts, and they can create compelling educational and engaging environments for learners. They are especially well-suited for helping learners at every level develop twenty-first century skills. QA76.76 .C672 S34 2008 Schell, Jesse. (2008). The art of game design : A book of lenses. Amsterdam: Morgan Kaufmann., Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.


LB1029.S53 H36 2009 Handbook of research on effective electronic gaming in education. Hershey, PA: Information Science Reference., Games and gaming have always been an important part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have not only become ubiquitous in everyday recreational life but have also permeated many professional fields and disciplines for multiple purposes including teaching and learning. The Handbook of Research on Effective Electronic Gaming in Education presents a framework for understanding games for educational purposes while providing a broader sense of current related research. QA76.9 .H85 S934 2009 Swink, Steve. (2009). Game feel : A game designer's guide to virtual sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier., Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. e-BOOKS (SpringerLink) 2009 Games: Purpose and Potential in Education. New York : Springer., The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design.


LB1029 .G3 G355 2010 Gaming for classroom-based learning : Gigital role playing as a motivator of study. Hershey PA: Information Science Reference., As part of an international dialogue between researchers in educational technology, Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning. LB2395.7 .W55 2010 Whitton, Nicola. (2010). Learning with digital games : A practical guide to engaging students in higher education. New York: Routledge., Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice LB1029.G3 D48 2010 Design and implementation of educational games : Theoretical and practical perspectives. Hershey, PA: Information Science Reference., Design and Implementation of Educational Games: Theoretical and Practical Perspectives researches how to meet this need by effectively engaging the learner while keeping learning integral and still creating an enjoyable experience for the user. The necessity for a balance between the art and science of game design cannot be overstated, and this book presents an impressive selection of studies and analysis performed to illustrate how game components can work in concert to facilitate learning. As technology driven games become increasingly prevalent, the principles discussed, studied and demonstrated in this reference form a necessary compendium for game designers, educators, and researchers alike.


LB1029 .G3 H37 2010 Hastie, Peter A. (2010). Student-designed games : Strategies for promoting creativity, cooperation, and skill development. Champaign, IL: Human Kinetics., Student-Designed Games: Strategies for Promoting Creativity, Cooperation, and Skill Development helps teachers and youth leaders make games fun again. This innovative, step-by-step guide helps students from early elementary school through college design their own games.


LB1029.G3 D535 2011 Digital games and learning. New York: Continuum International Pub. Group., This title analyses the variety of play implemented within educational games and simulations and gives detailed examples of cutting-edge application in a wide range of disciplines. The popularity of entertainment gaming over the last decades has more recently led to the use of games for non-entertainment purposes, such as training and business support. LB1029 .G3 C67 2011 Computer games and instruction. Albany: State University of New York., There is intense interest in computer games. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. QA76.76 .C672 Z53 2011 Zichermann, Gabe. (2011). Gamification by design : Implementing game mechanics in web and mobile apps. Sebastopol, Calif.: O’Reilly Media., This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game concepts, design patterns, and meaningful code samples to a create fun and captivating social environment.


GV1201.38. M34 2011 McGonigal, Jane. (2011). Reality is broken : Why games make us better and how they can change the world. New York: Penguin Group., A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. LB1139 .S6 L4 2011 Le Messurier, Mark. (2011). What's the buzz? : A social skills enrichment programme for primary students. New York: Routledge., Some children, for all manner of reasons, struggle to make friends and fit in socially. What’s the Buzz? is a unique sixteen-lesson social skills enrichment programme designed to explicitly teach children how to think and relate to others in social situations. This lively, highly practical role-play and play-based programme targets everyday themes: how to greet, make and keep friends, fit in, read one’s own emotions, read the feelings of others, deal with competition and cope with worry, frustration and disappointment more constructively. BF723 .E6 R64 2011 Rogers, Vanessa. (2011). Games and activities for exploring feelings with children : Giving children the confidence to navigate emotions and friendships. London: Jessica Kingsley Publishers., This is a fun, imaginative and creative resource designed to help children aged 7--13 get thinking and talking about their feelings and the issues that affect their lives. It is packed full with games and activities that help children explore their emotions and express themselves positively. Activities surrounding issues such as peer relationships and friendships, bullying, offending, participation and citizenship are designed to build selfesteem, raise aspirations and increase motivation. They will also enhance emotional wellbeing and develop protective behaviours, encouraging children to speak out rather than act out, and helping to keep them safe and happy. This is an ideal resource for all those working with children and looking for new and exciting ideas for games and activities, including teachers, youth workers, social workers and counsellors.


GV1203 .S532 2012 Silberg, Jackie. (2012). 125 brain games for toddlers and twos. Lewisville N.C:.Gryphon House., A young child's brain grows at a phenomenal rate in the first years of life. Revised and updated to reflect the latest research on how children learn, "125 Brain Games for Toddlers and Twos" is packed with everyday opportunities to contribute to brain development. Each game is accompanied by an annotation on the latest brain research and how the activity promotes brain power in the critical period between twelve and 36 months. LB1029 .G3 K364 2012 Kapp, Karl M. (2012). The gamification of learning and instruction : Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer., Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. LB1029 .G3 U75 2012 Using games to enhance learning and teaching : A beginner's guide. New York: Routledge., Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity.


QA11.2 .B535 2012 Bird,Ronit. (2012). The dyscalculia resource book : Games and puzzles for ages 7 to 14. Los Angeles: Sage., Ronit Bird is an experienced teacher with an excellent reputation for helping children to understand maths. This book offers 100 photocopiable games and puzzles to help teach key aspects of numeracy. Carefully designed so that no equipment is needed beyond that found in the average home, these games and puzzles actively encourage practice in using reasoning methods QA76.9 .C65 B43 2012 Becker, Katrin. (2012). The guide to computer simulations and games. Indianapolis: Ind.John Wiley & Sons., The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. GV1201 .L453 2012 LeFevre, Dale N. (2012). Best new games. Champaign, IL: Human Kinetics., Looking for a new way to play? Need to energize your lessons? Best New Games, Updated Edition, can help you lead people of all ages and abilities in using their brains and bodies for cooperative fun! Packed with nearly 90 games and activities, Best New Games is an excellent resource for classroom and physical education teachers as well as group leaders in a range of settings, such as scout troops, youth groups, college orientations, retirement and senior centers, day care centers, park district programs, and business conferences and meetings.


LB1576 .B963 2012 Butler, Heather. (2012). Classroom literacy games : Fun-packed activities for ages 7-13. London, New York, NY: Routledge., Children enjoyed it so much they didn't realize they were being worked so hard.' - Jo Miles - Learning Support Assistant at Manor Farm Community Junior School, Hazlemere, Buckinghamshire 'Great speaking and listening activity setting up ideas for the Big Write. The games extended the children's vocabulary. Purposeful learning - love it!' - Liz Pilgrim - Senior teacher at Manor Farm Community Junior School, Hazlemere, Buckinghamshire Educational games played in groups or pairs help develop key language and social skills. GV1469.17 .S63 C66 2012 Computer games and new media cultures : A handbook of digital games studies. Dordrecht ; New York: Springer., Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. Koleksi Sumber Media GV1480. T85 2012 Twister : The classic game, with 2 more moves. UK: Hasbro., Game for 2 to 4 players; larger groups can be organized into 2-player teams. Hands and feet are placed on coloured circles on the mat, and positions are changed as indicated by the spinner. Helps children develop visual discrimination, large motor and social skills, and improve balance, co-ordination, flexibility and strength.


LB1029 .S53 H37 2013 Nur Munirah Teoh Abdullah. (2013). Permainan dan simulasi. Kuala Lumpur: Dewan Bahasa dan Pustaka., Buku ini membincangkan salah satu aspek pedagogi yang boleh membanu guru melaksanakan pengajaran dan pembelajaran dengan berkesan. Aktiviti dalam kaedah permainan dan simulasi membolehkan pelajar melibatkan diri dalam suasana pembelajaran yang berfokus kepada kemahiran interpersonal. Suasana sebegini bukan sahaja dapat meningkatkan penguasaan pelajar dalam mata pelajaran yang dipelajari, malah dapat menyerlahkan bakat dan potnesi diri mengikut kebolehan dan kemampuan sendiri. GV1469.3 .G438 2013 Gee, James Paul. (2013). Good video games and good learning : Collected essays on video games, learning and literacy. New York: Peter Lang., Good Video Games and Good Learning presents the most important essays by James Paul Gee devoted to the ways in which good video games create good learning. The chapters in this book argue that good games teach through well-designed problem-solving experiences. They also prove that game-based learning must involve more than software and technology and engage with the design of passionate-affinity spaces where people mentor each other’s learning and engagement. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.


LB1029 .G3 K363 2014 Kapp, Karl M. (2014). The gamification of learning and instruction fieldbook : Ideas into practice. San Francisco, CA: Wiley., Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning. LB1029 .G3 T46 2014 Connolly, Thomas M. (2014). Psychology, pedagogy, and assessment in serious games. Hershey, PA: Information Science Reference, an imprint of IGI Global., As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate, Serious Games have emerged as an effective tool for the purpose of learning, skill acquisition, and training. This book offers empirical evidence for the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment. LC4026 .K87 2014 Kurtz, Lisa A. (2014). Simple low-cost games and activities for sensorimotor learning : A sourcebook of ideas for young children including those with autism, ADHD, sensory processing disorder, and other learning differences. London, Philadelphia: Jessica Kingsley Publishers., This practical sourcebook is packed full of fun, low-cost games and activities that encourage the development of motor skills, coordination and sensory tolerance in young children. This sourcebook is the key to easy-to-understand, low-cost, and effective games and activities that will support the development of sensorimotor skills. It is a useful tool for parents, carers, therapists, and teachers of children with or without special needs.


Koleksi Sumber Media LB1140.35 .E36 T85 2014 Tullet, Hervé. (2014). Press here : The game. US: Chronicle Books., Players take turns completing colour sequences by placing red, blue and yellow playing pieces on one of twenty-five fabulously designed game boards. What seems like a simple choice is likely to lead to animated discussion as players come to understand the visual logic at the heart of the game. With two levels of play to choose from, so that it's easy enough for a toddler to grasp, but also complex enough to challenge older siblings and adults, this engaging game delivers hours of entertainment for the whole family.


LB1029 .G3 F37 2015 Farber, Matthew. (2015). Gamify your classroom : A field guide to game-based learning. New York: Peter Lang., This book is a field guide on how to implement game-based learning and «gamification» techniques to the everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Each chapter concludes with practical lesson plan ideas, games to play (both digital and tabletop), and links to research further. LB1029 .G3 F37 2015 Farber, Matthew. (2015). The gamification of learning and instruction fieldbook : Ideas into practice. New York: Peter Lang., Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning. LB1029.S53 T36 2015 Tan, Wee Hoe. (2015). Gamifikasi dalam pendidikan pembelajaran berasaskan permainan. Tanjong Malim: Penerbit Universiti Sultan Idris., Gamifikasi merupakan satu bidang ilmu yang menjadikan aktiviti yang asalnya bukan permainan sebagai suatu aktiviti bermain yang formal. Fokus amalan gamifikasi dalam buku ini tertumpu pada bidang pendidikan, dan ia disusuli dengan amalan pembelajaran berasaskan permainan atau game-based learning (GBL). Langkah-langkah dalam gamifikasi juga dijelaskan bagi menghasilkan permainan yang boleh dimanfaatkan dalam pendidikan.


QA76.76 .C672 S34 2015 Schell, Jesse. (2015). The art of game design : A book of lenses. Boca Raton: CRC Press., Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating worldclass games that will be played again and again. QA76.76 .C672 B336 2015 Baillie-de Byl, Penny. (2015). Holistic mobile game development with Unity : An all-Inone guide to implementing mechanics, art design, and programming for iOS and Android mobile games. Burlington, MA: Focal Press., Holistic Mobile Game Development with Unity: An All-In-One Guide to Implementing Mechanics, Art Design and Programming for iOS and Android Games.Master mobile game design and development in this all-in-one guide to creating iOS and Android games in the cutting-edge game engine, Unity. By using Penny de Byl’s holistic method, you will learn about the principles of art, design, and code and gain multidisciplinary skills needed to succeed in the independent mobile games industry. In addition, hands-on exercises will help you throughout the process from design to publication in the Apple App Store and Google Play Store.


LB1029 .G3 L43 2016 Learning, education and games : Bringing games into educational contexts. Pittsburgh: PA ETC Press., The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning. This volume, Bringing Games into Educational Contexts, delves into the challenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. GV1201.37 .S37 2016 Schrier, Karen. (2016). Knowledge games : How playing games can solve problems, create insight, and make change. Baltimore: Johns Hopkins University Press., Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier's Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. LB1029 .G3 U748 2016 Using games and simulations for teaching and assessment : Key issues. New York, Routledge: Taylor & Francis Group., Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content.


LB1028.75. K34 2016 Kafai, Yasmin B. (2016). Connected gaming : What making video games can teach us about learning and literacy. London: The MIT Press., Over the last decade, video games designed to teach academic content have multiplied. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Tesis QH315. A49 2016 Amy Rose Aeriyanie A Rahman. (2016). Developement of prozyme board game for teaching and learning enzyme topic in biology form 4. Tanjong Malim: UPSI., This study aimed to develop a valid and reliable educational board game for teaching and learning enzyme topic in Biology Form 4. Prozyme board game was developed in accordance to the national curriculum standard for Biology Form 4. This study adopted quantitative research design. Koleksi Sumber Media LB1140.35 .T68 P46 2016 Phonics beanbags. UK Educational Insights., Each beanbag is embroidered with a colorful picture representing a letter sound, including seven special double-sided bags representing short and long vowels and hard and soft "c" and "g" sounds. This toss-and-learn set also develops hand-eye coordination and gross motor skills! NO IMAGE NO IMAGE


QA76.76.C672 Q53 2017 Quick, John M. (2017). Learn to implement games with code. Boca Raton: CRC Press, Taylor & Francis Group, an AK Peters Book., Annotation Game development is one of the most rewarding crafts of modern times. Not only is making games a wonderful lifelong hobby, but employment opportunities exist at many levels. This book guides you through the development process as you put together a release-ready game. It is written in a friendly and conversational tone, which is suitable for a wide audience of aspiring game developers, such as yourself. HD9993.E452 R84 2017 Ruggill, Judd. (2017). Inside the video game industry : Game developers talk about the business of play. New York, NY: Routledge., Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study, or a prospective career path. Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce. GV341 . R689 2017 Routledge handbook of physical education pedagogies. London: Routledge., A comprehensive review of theory, research and practice in physical education, this handbook is an essential, evidence-based guide for all students, researchers and practitioners working in PE. Showcasing the latest research, it offers insights into programme development, student learning, and teaching across a variety of learning environments.


Tesis LB1029.G3 H37 2017 Hasmah Muhamed. (2017). Pendekatan belajar melalui bermain untuk membantu kemahiran komunikasi kanak-kanak autistik di prasekolah pendidikan khas. Tanjong Malim: UPSI., Kajian ini bertujuan untuk menyelidiki kesan pendekatan belajar melalui bermain untuk kanak-kanak autistik yang bermasalah komunikasi di prasekolah pendidikan khas. Objektif kajian adalah untuk mengenal pasti masalah komunikasi, jenis aktiviti bermain dan impak aktiviti bermain terhadap komunikasi kanak-kanak autistik. Koleksi Sumber Media LB1140.35 .E36 S36 2017 School zone learning set : Spelling words. Australia: Hinkler Books Pty Ltd., This great School Set provides multiple ways to learn and contains everything kids need to get a head start with basic numeracy and literacy: counting and comparing amounts of money, and spelling words with confidence. These proven activities will help your child be successful in school by teaching key concepts in a wide range of fun and memorable ways. Koleksi Sumber Media LB1140.35 .P55 W67 2017 World explorer. UK: Parragon Books Ltd., Are you ready for an adventure? Explore great cities, immense oceans, exotic jungles and more with incredible facts about our amazing world. NO IMAGE


Koleksi Sumber Media LB1140.35 .E36 M94 2017 My first learning activity pack. US: Autumn Publishing., Discover numbers, letters, colours and shapes in this First Learning Activity Pack, full of early-learning fun. This pack will help to improve dexterity, as well as observational and cognitive development. Koleksi Sumber Media LB1140.35 .P55 A45 2017 All about town. UK: Parragon Books Ltd., Read the super-fun book and then piece together play scenes for your wind-up cars to race around.


LB2395.7 .B45 2018 Bell, Kevin. (2018). Game on! : Gamification, gameful design, and the rise of the gamer educator. Baltimore: Johns Hopkins University Press., The changing student body in American higher education demands a new approach to teaching, one that moves toward inclusive, hyperpersonalized learning environments that have much in common with games and social media. Kevin Bell's Game On! presents dynamic case studies of gamer educators and game-derived techniques to help instructors creatively formulate their own teaching strategies. Breaking gamefully designed classes into their component parts, Bell analyzes what these classes are actually doing and explains why they work. LB1027.25 .V53 2018 Viana, Susana Goncalves. (2018). 99 activities to nurture successful and resilient children : A comprehensive programme to develop fundamental life skills. London, Routledge: Taylor & Francis Group., 99 Activities to Nurture Successful and Resilient Children is a comprehensive and interactive programme filled with practical activities, aimed at schools and education professionals in order to support children in developing their happiness and resilience. Covering twenty eight skill areas, this book encompasses seven key themes for development: Self-awareness Relationships Confidence Seeking solutions Growth mindset Caring Optimism LB1029. G3 K34 2018 Kalmpourtzis, George. (2018). Educational game design fundamentals : A journey to creating intrinsically motivating learning experiences. Boca Raton: Florida CRC Press., Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values.


LB1028.75. K56 2018 Klopfer, Eric. (2018). Resonant games : Design principles for learning games that connect hearts, minds, and the everyday. Cambridge, Massachusetts: the MIT Press., Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Tesis LB1140.35 .E36 N87 2018 Nurul Asyikin Binti Ahmad. (2018). Kesan kaedah permainan terhadap pencapaian topik pengalaman pranombor dan tingkah laku prososial murid prasekolah. Tanjong Malim: UPSI Kajian ini bertujuan mengesan kaedah belajar melalui bermain bagi topik Pengalaman Pranombor terhadap pencapaian dan tingkah laku prososial murid-murid prasekolah. Implikasi kajian ini menunjukkan penggunaan kaedah permainan, dalam proses pengajaran dan pembelajaran awal matematik, berpotensi untuk membantu murid prasekolah memahami konsep asas matematik secara mendalam, di samping memupuk tingkah laku prososial dalam kalangan mereka. NO IMAGE


N7430.5 .O73 2019 Orbach, Orly. (2019). Drawing as performance : Theatrical games and techniques for visual artists. New York: Routledge, Taylor & Francis Group., Making connections between drama and drawing, Drawing as Performance introduces visual artists and designers to rehearsal techniques, theory, and games as ways of developing image-making and visual communication skills. Drawing from the fields of theatre and anthropology, this book is full of practical exercises that encourage experimentation and play as methods of making expressive, communicative, and meaningful images. Ideas are adapted from the rehearsal room to the drawing studio, offering artists a fresh approach to translating experiences into visual images. Games and exercises are accompanied by demonstrations and responses from professional practitioners and visual communication students. HD9993 .E452 L68 2019 Lovell, Nicholas. (2019). The pyramid of game design : Designing, producing and launching service games. Boca Raton: Taylor & Francis, CRC Press., Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. LB1137 .R475 2019 Rethinking play as pedagogy. Boca Raton: Taylor & Francis, CRC Press., The conceptualisation and practice of play is considered core to early childhood pedagogy. In this essential text, contributors from a range of countries and cultures explore how play might be defined, encouraged and interpreted in early childhood settings and practice. Rethinking Play as Pedagogy provides a fresh perspective of play as a purposeful pedagogy offering multi-layered opportunities for learning and development.


QA76.76 .C672 F84 2019 Fullerton,Tracy. (2019). Game design workshop : A playcentric approach to creating innovative games. Boca Rato: Taylor & Francis, CRC Press., This book helps you to create the digital games you love to play, using a non-technical approach to game design without the need for programming or artistic experience. Award-winning author Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, the book gives you the skills and tools necessary to create a compelling and engaging game.


Tesis LB1029 .G3 W66 2020 Wong, Yoke Seng. (2020). The effectiveness of learning object-oriented programming concepts through role playing game among undergraduate students. Tanjong Malim: UPSI., This research aims to examine the effectiveness of learning the concept of Object Oriented Programming (OOP) through role- playing games among undergraduate students. A framework on game-based learning (GBL) has been developed and a variety of platform games (computer-based and mobile) titled Odyssey of Phoenix have been developed. The development of this game has combined the concept of constructive alignment and design of game elements with appropriate OOP learning content. Tesis LB1029 .G3 Z85 2020 Zulpaimin Hj. Hamid. (2020). Pemikiran visual dalam permainan tradisional kanakkanak berasakan sistem sosial budaya. Tanjong Malim: UPSI., Fokus Kajian ini adalah untuk mendokumentasi, menganalisis dan menginterpretasi bentuk alatan permainan yang menjadi tunjang kepada senario permainan tradisional kanak-kanak dalam situasi alamiahnya. Koleksi Sumber Media LB1029.G3 R67 2020 Roszariah Affendi. (2020). Tuah bahasa Melayu : pengembaraan mencari Taming Sari. Puchong, Selangor., Edugame Tuah Mencari Taming Sari Perjalanan Tuah dalam mencari taming sari merupakan sebuah papan permainan yang membawa murid-murid menyelusuri perjalanan mencari Taming Sari dengan penggunaan bahasa melayu yang sebenar dan menyeronokkan. Permainan ini sarat dengan sistem bahasa serta seni dalam Bahasa Melayu. Permainan ini sesuai digunakan oleh semua tahap terutama murid-murid tahun 6. Permainan tersebut didatangkan bersama empat kad mengikut tahap yang berbeza untuk mengukur pengetahuan murid-murid dalam penguasaan tatabahasa serta kemampuan mereka dalam membina ayat yang dirasakan mudah. Objektifnya, papan permainan ini bertujuan untuk menarik minat murid-murid mempelajari Bahasa Melayu serta memberikan pendedahan kepada sistem bahasa yang menjadi cabang penting dalam peperiksaan. Anak-anak dapat mempelajari tatabahasa tanpa mereka sedari daripada permainan ini . NO IMAGE NO IMAGE


e-BOOKS (Taylor & Francais) 2020 Place, pedagogy and play : Participation, design and research with children. London: Routledge., Place, Pedagogy and Play connects landscape architecture with education, psychology, public health and planning. Over the course of thirteen chapters it examines how design and research of places can be looked into from multiple lenses, that of pedagogy and play and how children, as competent social agents, are engaged in the process of designing their own spaces, and brings a global perspective to the debate around child friendly environments.


LB1139.23 .G75 2021 Grimmer, Tamsin. (2021). Developing a loving pedagogy in the early years : How love fits with professional practice. New York, NY: Routledge, Taylor & Francis Group., This book addresses the role of appropriate, specialized, structured pedagogy for gamebased learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning.


LB1028.3 .I5255 2022 Innovative education technologies for 21st century teaching and learning. Boca Raton, London: CRC Press., This book highlights all aspects of innovative 21st-century education technologies and skills which can enhance the teaching and learning process on a broader spectrum, based on best practices around the globe. It offers case studies on real problems involving higher education, it includes policies that need to be adaptable to the new environments such as the role of accreditation, online learning, MOOCs, and mobile-based learning. The book covers all aspects of the digital competencies of teachers to fulfill the required needs of 21st-century classrooms and uses a new pedagogical approach suitable for educational policies. LB1029 .S53 T42 2022 Teaching in the game-based classroom : Practical strategies for grades 6-12. New York: Routledge, Taylor & Francis Group., Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches.


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