Download PDF by Richard E. Ferdig: Discoveries in Gaming and Computer-Mediated Simulations: New

By Richard E. Ferdig

ISBN-10: 1609605659

ISBN-13: 9781609605650

Contemporary developments have positioned Gaming and Computer-Mediated Simulations on the leading edge of know-how and studying. a better examine those subject components opens the door for improvement and innovation and the consequences that flatter it.

Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications explores and promotes a deep conceptual and empirical knowing of the jobs of digital video games and computer-mediated simulations throughout a number of disciplines. This ebook is helping construct an important bridge among examine and perform on digital gaming and simulations, helping the paintings of researchers, practitioners, and policymakers. Drawing on background permits this e-book to assist movement this box ahead.

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Extra resources for Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications

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It is central to persistence in learning and to producing positive outcomes (Ryan & Deci, 2000). Vygotsky (1978) found that, even before behavior sets in, through motivation we decide where we direct attention. There are different types of motivation, and they have different impacts on learning and sustaining learning (Ryan & Deci). Extrinsic motivation ranges from, at one end, a sense that our behavior is controlled by others who do things to regulate our behavior, to the other end, where we have a sense that we are in control of our own actions and get support from outside actors but little direct regulation of our behavior (Ryan & Deci).

S. Department of Education Star Schools Initiative. HARP is a collaborative effort between Harvard University, the University of Wisconsin, and the Massachusetts Institute of Technology to study the efficacy of AR technology and curricula for the instruction of math and language arts at the middle-school level. This project has as its primary objective to design and study engaging and effective augmented reality learning environments using wireless handheld computers equipped with GPS receivers.

The methodology and results of this pilot formative evaluation are described in depth by Dunleavy et al. (in press); however, for clarity purposes, the methodology and findings of this study are described here. Utilizing a multiple case studies design, a series of data collection techniques were implemented at three sites (selected through convenience sampling) in order to gather in-depth information on how students and teachers perceived the AR curriculum. These data sources (including observations, formal interviews, informal interviews, and Web site postings) provide rich, contextual data that allowed for triangulation of results.

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Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications by Richard E. Ferdig

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