Circuit Games

Circuit Games

Author: Editors of Klutz

Publisher:

Published: 2018-02

Total Pages: 0

ISBN-13: 9781338159660

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Spark your interest in circuitry! Get ready to be amazed with this electrifying combination of five circuit games to build from scratch. Use actual electronic components to construct a DIY operation game, compete with friends in a Space Loop race, assemble a quiz show board, and more. A step-by-step book of instructions teaches you how to be a maker by adding wires, LEDs, and buzzers for super-charged fun. Includes: AA battery holders, Popsicle stick, 2 blue LEDs, 3 white LEDs, Paper clip, Craft wire, Coated wire, Copper brads, 2 buzzers, Paper craft game pieces, Metal tweezers


Book Synopsis Circuit Games by : Editors of Klutz

Download or read book Circuit Games written by Editors of Klutz and published by . This book was released on 2018-02 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Spark your interest in circuitry! Get ready to be amazed with this electrifying combination of five circuit games to build from scratch. Use actual electronic components to construct a DIY operation game, compete with friends in a Space Loop race, assemble a quiz show board, and more. A step-by-step book of instructions teaches you how to be a maker by adding wires, LEDs, and buzzers for super-charged fun. Includes: AA battery holders, Popsicle stick, 2 blue LEDs, 3 white LEDs, Paper clip, Craft wire, Coated wire, Copper brads, 2 buzzers, Paper craft game pieces, Metal tweezers


Computer Games for Learning

Computer Games for Learning

Author: Richard E. Mayer

Publisher: MIT Press

Published: 2014-07-18

Total Pages: 303

ISBN-13: 0262324512

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A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.


Book Synopsis Computer Games for Learning by : Richard E. Mayer

Download or read book Computer Games for Learning written by Richard E. Mayer and published by MIT Press. This book was released on 2014-07-18 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.


From Video Games to Real Life

From Video Games to Real Life

Author: Mary L. Gazdik

Publisher: Bloomsbury Publishing USA

Published: 2016-09-19

Total Pages: 160

ISBN-13:

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This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities. By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.


Book Synopsis From Video Games to Real Life by : Mary L. Gazdik

Download or read book From Video Games to Real Life written by Mary L. Gazdik and published by Bloomsbury Publishing USA. This book was released on 2016-09-19 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities. By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.


Simulations and Games for Emergency and Crisis Management

Simulations and Games for Emergency and Crisis Management

Author: John Rolfe

Publisher: Psychology Press

Published: 1998

Total Pages: 260

ISBN-13: 9780749426101

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First Published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.


Book Synopsis Simulations and Games for Emergency and Crisis Management by : John Rolfe

Download or read book Simulations and Games for Emergency and Crisis Management written by John Rolfe and published by Psychology Press. This book was released on 1998 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.


Theoretical Issues of Using Simulations and Games in Educational Assessment

Theoretical Issues of Using Simulations and Games in Educational Assessment

Author: Harold F. O'Neil

Publisher: Routledge

Published: 2021-08-26

Total Pages: 274

ISBN-13: 1000427617

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Presenting original studies and rich conceptual analyses, this volume reports on theoretical issues involved in the use of simulations and games in educational assessment. Chapters consider how technologies can be used to effectively assess, modify, and enhance learning and assessment in education and training. By highlighting theoretical issues arising from the use of games and simulations as assessment tools for selection and classification, training, and evaluation across educational and workplace contexts, the volume offers both broad conceptual views on assessment, as well as rich descriptions of various, context-specific applications. Through a focus that includes both quantitative and qualitative approaches, policy implications, meta-analysis, and constructs, the volume highlights commonalities and divergence in theoretical research being conducted in relation to K-12, post-secondary, and military education and assessment. In doing so, the collection enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology.


Book Synopsis Theoretical Issues of Using Simulations and Games in Educational Assessment by : Harold F. O'Neil

Download or read book Theoretical Issues of Using Simulations and Games in Educational Assessment written by Harold F. O'Neil and published by Routledge. This book was released on 2021-08-26 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presenting original studies and rich conceptual analyses, this volume reports on theoretical issues involved in the use of simulations and games in educational assessment. Chapters consider how technologies can be used to effectively assess, modify, and enhance learning and assessment in education and training. By highlighting theoretical issues arising from the use of games and simulations as assessment tools for selection and classification, training, and evaluation across educational and workplace contexts, the volume offers both broad conceptual views on assessment, as well as rich descriptions of various, context-specific applications. Through a focus that includes both quantitative and qualitative approaches, policy implications, meta-analysis, and constructs, the volume highlights commonalities and divergence in theoretical research being conducted in relation to K-12, post-secondary, and military education and assessment. In doing so, the collection enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology.


Using Games and Simulations for Teaching and Assessment

Using Games and Simulations for Teaching and Assessment

Author: Harold F. O'Neil

Publisher: Routledge

Published: 2016-03-31

Total Pages: 312

ISBN-13: 1317814673

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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. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.


Book Synopsis Using Games and Simulations for Teaching and Assessment by : Harold F. O'Neil

Download or read book Using Games and Simulations for Teaching and Assessment written by Harold F. O'Neil and published by Routledge. This book was released on 2016-03-31 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.


Internet and Network Economics

Internet and Network Economics

Author: Xiaotie Deng

Publisher: Springer

Published: 2007-12-03

Total Pages: 611

ISBN-13: 3540771050

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This book constitutes the refereed proceedings of the Third International Workshop on Internet and Network Economics, WINE 2007, held in San Diego, CA, USA, in December 2007. The contents were carefully reviewed and selected. The papers are organized in topical sections on equilibrium, information market, sponsored auction, network economics, mechanism design, social networks, advertisement pricing, computational general equilibrium, network games, and algorithmic issues.


Book Synopsis Internet and Network Economics by : Xiaotie Deng

Download or read book Internet and Network Economics written by Xiaotie Deng and published by Springer. This book was released on 2007-12-03 with total page 611 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Third International Workshop on Internet and Network Economics, WINE 2007, held in San Diego, CA, USA, in December 2007. The contents were carefully reviewed and selected. The papers are organized in topical sections on equilibrium, information market, sponsored auction, network economics, mechanism design, social networks, advertisement pricing, computational general equilibrium, network games, and algorithmic issues.


Paul and the Ancient Celebrity Circuit

Paul and the Ancient Celebrity Circuit

Author: James R. Harrison

Publisher: Mohr Siebeck

Published: 2019-11-18

Total Pages: 467

ISBN-13: 3161546156

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"In this study, James R. Harrison compares the modern cult of celebrity to the quest for glory in late republican and early imperial society. He shows how Paul's ethic of humility, based upon the crucified Christ, stands out in a world obsessed with mutual comparison, boasting, and self-sufficiency." --


Book Synopsis Paul and the Ancient Celebrity Circuit by : James R. Harrison

Download or read book Paul and the Ancient Celebrity Circuit written by James R. Harrison and published by Mohr Siebeck. This book was released on 2019-11-18 with total page 467 pages. Available in PDF, EPUB and Kindle. Book excerpt: "In this study, James R. Harrison compares the modern cult of celebrity to the quest for glory in late republican and early imperial society. He shows how Paul's ethic of humility, based upon the crucified Christ, stands out in a world obsessed with mutual comparison, boasting, and self-sufficiency." --


VR, Simulations and Serious Games for Education

VR, Simulations and Serious Games for Education

Author: Yiyu Cai

Publisher: Springer

Published: 2018-10-10

Total Pages: 128

ISBN-13: 9811328447

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This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.


Book Synopsis VR, Simulations and Serious Games for Education by : Yiyu Cai

Download or read book VR, Simulations and Serious Games for Education written by Yiyu Cai and published by Springer. This book was released on 2018-10-10 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.


Official Gazette of the United States Patent and Trademark Office

Official Gazette of the United States Patent and Trademark Office

Author:

Publisher:

Published: 1999

Total Pages: 800

ISBN-13:

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Book Synopsis Official Gazette of the United States Patent and Trademark Office by :

Download or read book Official Gazette of the United States Patent and Trademark Office written by and published by . This book was released on 1999 with total page 800 pages. Available in PDF, EPUB and Kindle. Book excerpt: