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This important source for students, researchers, advertisers and parents reviews the debates and presents new research about advertising to children. Chapters cover food and alcohol advertising, the effects of product placement and new media advertising, and the role of parents and teachers in helping children to learn more about advertising.
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and cont...
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Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding...
The National Assessment of Educational Progress (NAEP), the Nation's Report Card, has developed and pilot-tested a variety of hands-on science and mathematics tasks. These tasks were developed as prototypes for use in future national assessments, but the concepts measured and the innovative approaches used are equally suitable for classroom learning. This manual is designed for use by science and mathematics coordinators and teachers to share these techniques. To develop these hands-on activities, NAEP invited the views of science and mathematics educators and worked closely with members of the United Kingdom's Assessment of Performance Unit at Kings College, London University. Tasks were ad...
"For those of us who long ago experienced the magazine love-bite and have been battling the prejudice and scant attention shown this beautiful medium ever since, here at last is the book to set the record straight." - Nicholas Brett, Deputy Managing Director, BBC Magazines "At a time when magazines are undergoing active redefinition, this book represents a welcome intervention. It engages with a host of pressing issues in a manner alert to professional priorities while, at the same time, encouraging new ways of thinking about the challenges shaping this fast-moving field. Holmes and Nice are trustworthy guides, taking the reader on what proves to be a fascinating journey." - Stuart Allan, Pr...
Learning from Each Other includes 20 original chapters written by well-known experts in the field of teaching and learning. Conceived for both new and experienced faculty at community colleges, four-year institutions, and research-intensive universities, the volume also addresses the interests of faculty and graduate students in programs designed to prepare future faculty and campus individuals responsible for faculty professional development. With the aim of cultivating engagement amongst students and deepening their understanding of the content, topics covered in this edited volume include: employing the science of learning in a social science context understanding the effects of a flipped...
"In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, there’s no better place to start than with the volume you now hold in your hand." Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity The main objective of What UX is Really About: Introducing a Mindset for Great Experiences is to provide a quick introduction to user experience (UX 101) for students, professionals, or simply curious readers who want to unde...
This book explores integrated education and learning, with a focus on new approaches such as artificial intelligence and ChatGPT. It provides insight into educational techniques that promote critical thinking and enhance learning skills. It covers various mechanisms that influence this link, including meta-cognitive capacity, memory, cognitive style, conceptual approaches, digitization, teaching approaches, echoing, and questioning. This discussion spans all levels, from early childhood to higher education. Additionally, it provides pedagogical tips on creating a learning environment that encourages pupils' creativity and critical thinking, both online and in the classroom. It demonstrates how an integrated approach to education can create high-quality minds and promote modern values to meet current and future challenges. Undergraduate and postgraduate students, early childhood teachers and educators, as well as academic faculty can benefit from its contents as it presents valuable perspectives, both practical and theoretical, that enrich the current STEM, robotics, and mobile apps education agenda.
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 for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.