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Top Series in United States

Showing 1 - 12 of 12 results for “paula macdowell
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  • Immersive Education

    Designing for Learning

    Series series Education (R0)
    This book focuses on designing and being a designer of immersive education. It introduces readers to the human experiences within immersive learning environments and contributes research evidence on the effectiveness of immersive technologies in K-12 and post-secondary contexts. Through the chapters, illustrative contextual examples and vignettes demonstrate immersive learning in real-world ... Read more

    $152.99 USD

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  • The Gamification of Learning and Instruction

    Game-based Methods and Strategies for Training and Education

    by Karl M. Kapp ...
    "Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that 'gamification' is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide ... Read more

    $67.00 USD

  • Learning Experience Design

    How to Create Effective Learning that Works

    by Donald Clark ...
    How can I create in-person learning that engages people? How can I build digital learning that is effective? How can I develop learning content that can be used remotely and ensure that the learning sticks? Learning Experience Design has the answers to all these questions and more.This book is a practical guide for all learning and development (L&D) professionals. It covers everything from what ... Read more

    $43.99 USD

  • Games User Research

    Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and ... Read more

    $44.99 USD

  • The Psychology of Video Games

    by Celia Hodent ...
    Series series The Psychology of Everything
    What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena?The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book ... Read more

    $19.99 USD

  • The Video Game Debate

    Unravelling the Physical, Social, and Psychological Effects of Video Games

    Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and ... Read more

    $55.99 USD

  • Learning in Virtual Worlds

    Research and Applications

    Series series Issues in Distance Education
    Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student ... Read more

    $28.99 USD

  • Innovative Learning Environments in STEM Higher Education

    Opportunities, Challenges, and Looking Forward

    Edited by Jungwoo Ryoo, Kurt Winkelmann ...
    Series series SpringerBriefs in Statistics
    As explored in this open access book, higher education in STEM fields is influenced by many factors, including education research, government and school policies, financial considerations, technology limitations, and acceptance of innovations by faculty and students. In 2018, Drs. Ryoo and Winkelmann explored the opportunities, challenges, and future research initiatives of innovative learning ... Read more

    Free

  • Virtual Reality Methods

    A Guide for Researchers in the Social Sciences and Humanities

    EPUB and EPDF available Open Access under CC-BY-NC-ND licence.Since the mid-2010s, virtual reality (VR) technology has advanced rapidly. This book explores the many opportunities that VR can offer for humanities and social sciences researchers.The book provides a user-friendly, non-technical methods guide to using ready-made VR content and 360° video as well as creating custom materials. It ... Read more

    Free

  • Connected Gaming

    What Making Video Games Can Teach Us about Learning and Literacy

    Series series The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
    How making and sharing video games offer educational benefits for coding, collaboration, and creativity.Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which ... Read more

    $25.99 USD

  • Reshaping Learning

    Frontiers of Learning Technology in a Global Context

    Series series Education (R0)
    This edited volume with selected papers from extinguished experts and professors in the field of learning technology and the related fields who are far-sighted and have his/her own innovative thoughts on the development of learning technology. This book will addresses the main issues concerned with the trend and future development of learning processes, innovative pedagogies changes, effects of ... Read more

    $89.99 USD

  • Gamification in Learning and Education

    Enjoy Learning Like Gaming

    Series series Education (R0)
    This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. ... Read more

    $179.99 USD