Emotions Technology Design And Learning
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Emotions, Technology, and Health
- Author : Anonim
- Publisher : Academic Press
- Release Date : 2016-01-04
- Total pages : 250
- ISBN : 9780128018392
- File Size : 24,6 Mb
- Total Download : 897
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Emotions, Technology, and Health examines how healthcare consumers interact with health technology, how this technology mediates interpersonal interactions, and the effectiveness of technology in gathering health-related information in various situations. The first section discusses the use of technology to monitor patients’ emotional responses to illness and its treatment, as well as the role of technology in meeting the fundamental human need for information. Section Two describes the use of technology in mediating emotions within and between individuals, and addresses the implications for the design and use of devices that gather behavioral health data and contribute to healthcare interventions. The final section assesses different situations in which technology is a key component of the health intervention—such as tablet use in educating elementary school students with social skills difficulty, physical activity monitoring for children at risk for obesity, and teleconferencing for older adults at risk of social isolation. Shows how information on the internet significantly affects the medical decision-making process for many consumers Describes current applications of social computing and quick access to mental health information on portable electronic devices Discusses how cyber-communication may both impair and enhance one’s sense of humanity Details the role of visual media in mediating emotion and memory of time
Emotions, Technology, Design, and Learning
- Author : Sharon Y. Tettegah,Martin Gartmeier
- Publisher : Academic Press
- Release Date : 2015-10-07
- Total pages : 332
- ISBN : 9780128018811
- File Size : 50,9 Mb
- Total Download : 424
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Emotions, Technology, Design, and Learning provides an update to the topic of emotional responses and how technology can alter what is being learned and how the content is learned. The design of that technology is inherently linked to those emotional responses. This text addresses emotional design and pedagogical agents, and the emotions they generate. Topics include design features such as emoticons, speech recognition, virtual avatars, robotics, and adaptive computer technologies, all as relating to the emotional responses from virtual learning. Addresses the emotional design specific to agent-based learning environments Discusses the use of emoticons in online learning, providing an historical overview of animated pedagogical agents Includes evidence-based insights on how to properly use agents in virtual learning environments Focuses on the development of a proper architecture to be able to have and express emotions Reviews the literature in the field of advanced agent-based learning environments Explores how educational robotic activities can divert students’ emotions from internal to external
Emotions, Technology, and Digital Games
- Author : Anonim
- Publisher : Academic Press
- Release Date : 2015-09-25
- Total pages : 364
- ISBN : 9780128018408
- File Size : 49,6 Mb
- Total Download : 148
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Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games
Emotions, Technology, and Learning
- Author : Sharon Y. Tettegah,Michael P. McCreery
- Publisher : Academic Press
- Release Date : 2015-11-17
- Total pages : 318
- ISBN : 9780128007143
- File Size : 32,6 Mb
- Total Download : 165
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Research suggests two important roles of emotion related to learning and technology. First, emotion can be the key factor that is being learned or taught through technological means. Second, emotional responses with and through technology can alter what is being learned or how the content is learned. The goal of this volume is to compile and synthesize research that addresses these two perspectives by focusing on the relationship between emotion and learning as facilitated by technology. The book is divided into four sections to represent the specific interest related to emotion and learning: Theory and Overview of Emotions and Learning; Emotions and Learning Online; Technology for Emotional Pedagogy with Students; and Technology of Emotional Pedagogy with Teachers. Provides a deeper theoretical and empirical perspective of emotion and learning Discusses how blended and online learning impact our ability to share emotion or learn emotion Explores how students learn emotion, share emotion, and how it impacts their ability to learn Examines how teachers learn emotion, share, emotion, and how it impacts their ability to teach through technology Addresses student diversity
Emotions, Technology, and Behaviors
- Author : Sharon Y. Tettegah,Dorothy L. Espelage
- Publisher : Academic Press
- Release Date : 2015-10-26
- Total pages : 240
- ISBN : 9780081007020
- File Size : 15,5 Mb
- Total Download : 471
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Exploring the connections between technology, emotions, and behaviors is increasingly important as we spend more and more time online and in digital environments. Technology, Emotions, and Behavior explains the role of technology in the evolution of both emotions and behaviors, and their interaction with each other. It discusses emotion modeling, distraction, and contagion as related to digital narrative and virtual spaces. It examines issues of trust and technology, behaviors used by individuals who are cut off from technology, and how individuals use technology to cope after disasters such as Hurricane Sandy. Technology, Emotions and Behaviors ends by exploring the construct of empathy and perspective-taking through online videos and socially shared activities. Practitioners and researchers will find this text useful in their work. Reviews the intersection between emotional contagion and emotional socialization theory in virtual interactions Examines cross-cultural communicative feedback Discusses the multi-dimensions of trust in technology Covers "digilante" rhetoric and its emotional appeal Devotes an entire section to cyberbullying
Emotional Design
- Author : Don Norman
- Publisher : Basic Books
- Release Date : 2007-03-20
- Total pages : 272
- ISBN : 9780465004171
- File Size : 31,8 Mb
- Total Download : 681
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Why attractive things work better and other crucial insights into human-centered design Emotions are inseparable from how we humans think, choose, and act. In Emotional Design, cognitive scientist Don Norman shows how the principles of human psychology apply to the invention and design of new technologies and products. In The Design of Everyday Things, Norman made the definitive case for human-centered design, showing that good design demanded that the user's must take precedence over a designer's aesthetic if anything, from light switches to airplanes, was going to work as the user needed. In this book, he takes his thinking several steps farther, showing that successful design must incorporate not just what users need, but must address our minds by attending to our visceral reactions, to our behavioral choices, and to the stories we want the things in our lives to tell others about ourselves. Good human-centered design isn't just about making effective tools that are straightforward to use; it's about making affective tools that mesh well with our emotions and help us express our identities and support our social lives. From roller coasters to robots, sports cars to smart phones, attractive things work better. Whether designer or consumer, user or inventor, this book is the definitive guide to making Norman's insights work for you.
Emotions, Technology, and Design
- Author : Sharon Tettegah,Safiya Noble
- Publisher : Academic Press
- Release Date : 2015-12-28
- Total pages : 268
- ISBN : 9780081007013
- File Size : 38,6 Mb
- Total Download : 771
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Emotional design explicitly addresses the emotional relationship between the objects and the subjects of design—in this book, the objects are technologies, and the subjects are technology users. The first section delves into the philosophy and theory of emotional design to provide a foundation for the rest of the book, which goes on to discuss emotional design principles, the design and use of emoticons, and then intelligent agents in a variety of settings. A conclusion chapter covers future research and directions. Emotions, Technology, and Design provides a thorough look at how technology design affects emotions and how to use that understanding to in practical applications. Discusses the role of culture, trust, and identity in empathetic technology Presents a framework for using sound to elicit positive emotional responses Details the emotional use of color in design Explores the use of emoticons, earcons, and tactons Addresses the emotional design specific to agent-based environments
Emotions, Technology, and Social Media
- Author : Anonim
- Publisher : Academic Press
- Release Date : 2016-07-20
- Total pages : 188
- ISBN : 9780128018828
- File Size : 27,9 Mb
- Total Download : 921
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Emotions, Technology, and Social Media discusses the ways the social media sphere uses emotion and technology, and how each of these has become part of the digital culture. The book explores this expression within a psychological theoretical framework, addressing feelings about social media, and its role in education and knowledge generation. The second section investigates the expression of feelings within social media spaces, while subsequent sections adopt a paradigm of active audience consumption to use social media to express feelings and maintain social connectivity. Discusses the significant relationships between Web 2.0 technologies and learning traits Presents studies about Facebook usage and individual emotional states Investigates the shared emotions in the construction of “cyberculture Shows the extent to which scientists use social media in their work, and the ways in which they use the social media Analyzes the consequences of the online disinhibition effect Examines YouTube as a source of opinions and discussions which can be used to track the emotions evoked by videos and the emotions expressed through textual comments Details how Reddit users’ media choices are emotionally useful and gratifying in the “memeplex Links social interaction and the emotional life with that of digital devices and resources
Handbook of Research on Modern Educational Technologies, Applications, and Management
- Author : Khosrow-Pour D.B.A., Mehdi
- Publisher : IGI Global
- Release Date : 2020-07-10
- Total pages : 950
- ISBN : 9781799834779
- File Size : 35,6 Mb
- Total Download : 443
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As technology and technological advancements become a more prevalent and essential aspect of daily and business life, educational institutions must keep pace in order to maintain relevance and retain their ability to adequately prepare students for their lives beyond education. Such institutions and their leaders are seeking relevant strategies for the implementation and effective use of new and upcoming technologies and leadership strategies to best serve students and educators within educational settings. As traditional education methods become more outdated, strategies to supplement and bolster them through technology and effective management become essential to the success of institutions and programs. The Handbook of Research on Modern Educational Technologies, Applications, and Management is an all-encompassing two-volume scholarly reference comprised of 58 original and previously unpublished research articles that provide cutting-edge, multidisciplinary research and expert insights on advancing technologies used in educational settings as well as current strategies for administrative and leadership roles in education. Covering a wide range of topics including but not limited to community engagement, educational games, data management, and mobile learning, this publication provides insights into technological advancements with educational applications and examines forthcoming implementation strategies. These strategies are ideal for teachers, instructional designers, curriculum developers, educational software developers, and information technology specialists looking to promote effective learning in the classroom through cutting-edge learning technologies, new learning theories, and successful leadership tactics. Administrators, educational leaders, educational policymakers, and other education professionals will also benefit from this publication by utilizing the extensive research on managing educational institutions and providing valuable training and professional development initiatives as well as implementing the latest administrative technologies. Additionally, academicians, researchers, and students in areas that include but are not limited to educational technology, academic leadership, mentorship, learning environments, and educational support systems will benefit from the extensive research compiled within this publication.
Affective Computing
- Author : Rosalind W. Picard
- Publisher : MIT Press
- Release Date : 2000-07-24
- Total pages : 308
- ISBN : 0262661152
- File Size : 23,6 Mb
- Total Download : 173
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According to Rosalind Picard, if we want computers to be genuinely intelligent and to interact naturally with us, we must give computers the ability to recognize, understand, even to have and express emotions. The latest scientific findings indicate that emotions play an essential role in decision making, perception, learning, and more—that is, they influence the very mechanisms of rational thinking. Not only too much, but too little emotion can impair decision making. According to Rosalind Picard, if we want computers to be genuinely intelligent and to interact naturally with us, we must give computers the ability to recognize, understand, even to have and express emotions. Part 1 of this book provides the intellectual framework for affective computing. It includes background on human emotions, requirements for emotionally intelligent computers, applications of affective computing, and moral and social questions raised by the technology. Part 2 discusses the design and construction of affective computers. Although this material is more technical than that in Part 1, the author has kept it less technical than typical scientific publications in order to make it accessible to newcomers. Topics in Part 2 include signal-based representations of emotions, human affect recognition as a pattern recognition and learning problem, recent and ongoing efforts to build models of emotion for synthesizing emotions in computers, and the new application area of affective wearable computers.
Educational Research and Innovation The Nature of Learning Using Research to Inspire Practice
- Author : OECD
- Publisher : OECD Publishing
- Release Date : 2010-08-09
- Total pages : 340
- ISBN : 9789264086487
- File Size : 15,8 Mb
- Total Download : 458
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This book brings together the lessons of research on both the nature of learning and different educational applications, and it summarises these as seven key concluding principles.
Motivation, Volition, and Engagement in Online Distance Learning
- Author : Ucar, Hasan,Kumtepe, Alper Tolga
- Publisher : IGI Global
- Release Date : 2021-06-25
- Total pages : 333
- ISBN : 9781799876830
- File Size : 10,8 Mb
- Total Download : 256
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Motivation is an important factor in and for all education levels. However, as learners in online distance education milieus are away from both teachers, other learners, and the learning environments physically, this concept becomes more important for online education. Motivating learners in distance education and keeping their motivation alive throughout the learning process is an issue that should be emphasized and taken care of for teachers and instructional designers. At this point, although there are many approaches, models, and theories regarding enhancing and sustaining motivation and engagement in the education processes, it is seen that there is not enough work and/or effective and efficient strategies that can be applied in online distance learning environments. Motivation, Volition, and Engagement in Online Distance Learning evaluates motivational obstacles in online distance education both theoretically and practically, identifies the strengths and weaknesses of the online education environments regarding motivation, and provides actionable motivational and volitional strategies for online educators. This book offers coverage of topics such as learning theories, motivation research, and synchronous online learning environments, making it a valuable resource for researchers, professionals, decision makers, institutions in all education levels, academicians, pre-service teachers, and most importantly, online educators from various disciplines and learners from all educational landscapes.
Understanding Emotions in Mathematical Thinking and Learning
- Author : Ulises Xolocotzin
- Publisher : Academic Press
- Release Date : 2017-05-12
- Total pages : 474
- ISBN : 9780128024898
- File Size : 21,8 Mb
- Total Download : 457
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Emotions play a critical role in mathematical cognition and learning. Understanding Emotions in Mathematical Thinking and Learning offers a multidisciplinary approach to the role of emotions in numerical cognition, mathematics education, learning sciences, and affective sciences. It addresses ways in which emotions relate to cognitive processes involved in learning and doing mathematics, including processing of numerical and physical magnitudes (e.g. time and space), performance in arithmetic and algebra, problem solving and reasoning attitudes, learning technologies, and mathematics achievement. Additionally, it covers social and affective issues such as identity and attitudes toward mathematics. Covers methodologies in studying emotion in mathematical knowledge Reflects the diverse and innovative nature of the methodological approaches and theoretical frameworks proposed by current investigations of emotions and mathematical cognition Includes perspectives from cognitive experimental psychology, neuroscience, and from sociocultural, semiotic, and discursive approaches Explores the role of anxiety in mathematical learning Synthesizes unifies the work of multiple sub-disciplines in one place
Engage the Brain
- Author : Allison Posey
- Publisher : ASCD
- Release Date : 2018-11-20
- Total pages : 202
- ISBN : 9781416626305
- File Size : 49,6 Mb
- Total Download : 311
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Research on the brain has shown that emotion plays a key role in learning, but how can educators apply that research in their day-to-day interactions with students? What are some teaching strategies that take advantage of what we know about the brain? Engage the Brain answers these questions with easy-to-understand explanations of the brain's emotion networks and how they affect learning, paired with specific suggestions for classroom strategies that can make a real difference in how and what students learn. Readers will discover how to design an environment for learning that Makes material relevant, relatable, and engaging. Accommodates tremendous variability in students' brains by giving them multiple options for how to approach their learning. Incorporates Universal Design for Learning (UDL) principles and guidelines. Uses process-oriented feedback and other techniques to spark students' intrinsic motivation. Author Allison Posey explains how schools can use the same "emotional brain" concepts to create work environments that reduce professional stress and the all-too-common condition of teacher burnout. Real-world classroom examples, along with reflection and discussion questions, add to the usefulness of Engage the Brain as a practical, informative guide for understanding how to capture the brain's incredible power and achieve better results at all grade levels, in all content areas.
Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems
- Author : Aaron Marcus,Elizabeth Rosenzweig
- Publisher : Springer Nature
- Release Date : 2020-07-10
- Total pages : 705
- ISBN : 9783030497576
- File Size : 24,5 Mb
- Total Download : 763
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This book constitutes the refereed proceedings of the 9th International Conference on Design, User Experience, and Usability, DUXU 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters has been accepted for publication in the HCII 2020 proceedings. The 51 papers included in this volume were organized in topical sections on interactions in public, urban and rural contexts; UX design for health and well-being; DUXU for creativity, learning and collaboration; DUXU for culture and tourism.
Research Anthology on Game Design, Development, Usage, and Social Impact
- Author : Management Association, Information Resources
- Publisher : IGI Global
- Release Date : 2022-10-07
- Total pages : 2034
- ISBN : 9781668475904
- File Size : 9,7 Mb
- Total Download : 513
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Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.
Educational Technology Beyond Content
- Author : Brad Hokanson,Gregory Clinton,Andrew A. Tawfik,Amy Grincewicz,Matthew Schmidt
- Publisher : Springer Nature
- Release Date : 2020-04-09
- Total pages : 320
- ISBN : 9783030372545
- File Size : 13,6 Mb
- Total Download : 513
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This book is the outcome of a research symposium sponsored by the Association for Educational Communications and Technology [AECT]. Consisting of twenty-four chapters, including an introduction and conclusion, it argues that informational content should not be the main element of education, and that to provide more for learners, it is necessary to go beyond content and address other skills and capabilities. It also discusses the false premise that learning is complete when the information is known, not when learners seek more: their own directions, answers, and ideas. The authors assert that the ability to synthesize, solve problems and generate ideas is not based on specific content, although education often focuses solely on teaching content. Further, they state that content can be separated from the learning process and that instructional design and educational technology must be about the skills, habits, and beliefs to be learned.
Who Needs Emotions?
- Author : Jean-Marc Fellous,Michael A. Arbib
- Publisher : Oxford University Press
- Release Date : 2005-03-24
- Total pages : 416
- ISBN : 0198037198
- File Size : 22,8 Mb
- Total Download : 498
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The idea that some day robots may have emotions has captured the imagination of many and has been dramatized by robots and androids in such famous movies as 2001 Space Odyssey's HAL or Star Trek's Data. By contrast, the editors of this book have assembled a panel of experts in neuroscience and artificial intelligence who have dared to tackle the issue of whether robots can have emotions from a purely scientific point of view. The study of the brain now usefully informs study of the social, communicative, adaptive, regulatory, and experimental aspects of emotion and offers support for the idea that we exploit our own psychological responses in order to feel others' emotions. The contributors show the many ways in which the brain can be analyzed to shed light on emotions. Fear, reward, and punishment provide structuring concepts for a number of investigations. Neurochemistry reveals the ways in which different "neuromodulators" such as serotonin, dopamine, and opioids can affect the emotional valence of the brain. And studies of different regions such as the amygdala and orbitofrontal cortex provide a view of the brain as a network of interacting subsystems. Related studies in artificial intelligence and robotics are discussed and new multi-level architectures are proposed that make it possible for emotions to be implemented. It is now an accepted task in robotics to build robots that perceive human expressions of emotion and can "express" simulated emotions to ease interactions with humans. Looking towards future innovations, some scientists posit roles for emotion with our fellow humans. All of these issues are covered in this timely and stimulating book which is written for researchers and graduated students in neuroscience, cognitive science, psychology, robotics, and artificial intelligence.
Emotions and Affect in Human Factors and Human-Computer Interaction
- Author : Myounghoon Jeon
- Publisher : Academic Press
- Release Date : 2017-04-05
- Total pages : 0
- ISBN : 0128018518
- File Size : 10,8 Mb
- Total Download : 945
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Emotions and Affect in Human Factors and Human-Computer Interaction is a complete guide for conducting affect-related research and design projects in H/F and HCI domains. Introducing necessary concepts, methods, approaches, and applications, the book highlights how critical emotions and affect are to everyday life and interaction with cognitive artifacts. The text covers the basis of neural mechanisms of affective phenomena, as well as representative approaches to Affective Computing, Kansei Engineering, Hedonomics, and Emotional Design. The methodologies section includes affect induction techniques, measurement techniques, detection and recognition techniques, and regulation models and strategies. The application chapters discuss various H/F and HCI domains: product design, human-robot interaction, behavioral health and game design, and transportation. Engineers and designers can learn and apply psychological theories and mechanisms to account for their affect-related research and can develop their own domain-specific theory. The approach outlined in this handbook works to close the existing gap between the traditional affect research and the emerging field of affective design and affective computing.
Emotion Measurement
- Author : Herbert L. Meiselman
- Publisher : Woodhead Publishing
- Release Date : 2021-04-09
- Total pages : 1046
- ISBN : 9780128231999
- File Size : 26,7 Mb
- Total Download : 199
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Emotion Measurement, Second Edition highlights key elements of emotions that should be considered in the measurement of emotions in both academic and commercial environments. This edition begins with an updated review of basic studies of emotion, including the theory, physiology, and psychology of emotions, as these are the foundational studies which food scientists as well as product developers and marketing professionals need to be aware of. The second section highlights methods for studying emotions, and reviews the different approaches to emotion measurement: questionnaire self-report, behavioral, and physiological. This section explores the merits of intrinsic versus extrinsic measures of emotion. Some new measurement approaches have emerged since the first edition of this book. The book then presents practical applications, with chapters on emotion research in food and beverage, as well as in a range of products and clinical settings. The experience in testing product emotions has increased since the first edition when product emotion research was newer. Finally, Emotion Measurement, Second Edition provides coverage of cross-cultural research on emotions. This is critical because much of the newer commercial research is aimed at markets around the world, requiring methods that work in many cultures. And the universality of emotions has been a topic of research for decades. Taking both an academic and applied approach, Emotion Measurement, Second Edition will be an invaluable reference for those conducting basic academic research on emotions and for sensory and consumer scientists, and the product developers and marketing professionals they work alongside. Reviews both the academic and the applied strands of emotion measurement research Focuses on cross-cultural studies of emotions, which is currently lacking from most of the literature in the field Highlights methods for studying emotions in both basic and applied studies
Handbook of Game-Based Learning
- Author : Jan L. Plass,Richard E. Mayer,Bruce D. Homer
- Publisher : MIT Press
- Release Date : 2020-02-04
- Total pages : 601
- ISBN : 9780262043380
- File Size : 13,8 Mb
- Total Download : 947
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A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan