Design Utilization and Analysis of Simulations and Game Based Educational Worlds

Design  Utilization  and Analysis of Simulations and Game Based Educational Worlds
Author: Ferdig, Richard E.
Publsiher: IGI Global
Total Pages: 361
Release: 2013-05-31
Genre: Education
ISBN: 9781466640191

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Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.

The Design and Use of Simulation Computer Games in Education

The Design and Use of Simulation Computer Games in Education
Author: Anonim
Publsiher: BRILL
Total Pages: 312
Release: 2007-01-01
Genre: Education
ISBN: 9789087903121

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"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University

Handbook of Game Based Learning

Handbook of Game Based Learning
Author: Jan L. Plass,Richard E. Mayer,Bruce D. Homer
Publsiher: MIT Press
Total Pages: 601
Release: 2020-02-04
Genre: Education
ISBN: 9780262043380

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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

Aesthetics and Design for Game based Learning

Aesthetics and Design for Game based Learning
Author: Michele D. Dickey
Publsiher: Routledge
Total Pages: 184
Release: 2015-02-20
Genre: Education
ISBN: 9781317961376

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Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on: player positioning game mechanics narrative design environment design character design. Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning.

Cases on the Societal Effects of Persuasive Games

Cases on the Societal Effects of Persuasive Games
Author: Ruggiero, Dana
Publsiher: IGI Global
Total Pages: 345
Release: 2014-06-30
Genre: Technology & Engineering
ISBN: 9781466662070

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"This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more"--Provided by publisher.

Psychological and Pedagogical Considerations in Digital Textbook Use and Development

Psychological and Pedagogical Considerations in Digital Textbook Use and Development
Author: Railean, Elena
Publsiher: IGI Global
Total Pages: 295
Release: 2015-04-30
Genre: Computers
ISBN: 9781466683013

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"This book offers balanced coverage of the technological solutions that contribute to the design of digital textbooks and contribute to achieving learning objectives, offering an emphasis on assessment mechanisms and learning theory"--

Developments in Current Game Based Learning Design and Deployment

Developments in Current Game Based Learning Design and Deployment
Author: Felicia, Patrick
Publsiher: IGI Global
Total Pages: 454
Release: 2012-07-31
Genre: Education
ISBN: 9781466618657

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Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

The Routledge Handbook of Role Playing Game Studies

The Routledge Handbook of Role Playing Game Studies
Author: José P. Zagal,Sebastian Deterding
Publsiher: Taylor & Francis
Total Pages: 588
Release: 2024-06-27
Genre: Games & Activities
ISBN: 9781040029763

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This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like worldbuilding, immersion, and player-character relations, as well as explore actual play and streaming, diversity, equity, inclusion, jubensha, therapeutic uses of RPGs, and storygames, journaling games, and other forms of text-based RPGs. Each chapter includes definitions of key terms and recommended readings to help students and scholars new to RPG studies find their way into this interdisciplinary field. A comprehensive reference volume ideal for students and scholars of game studies and immersive experiences and those looking to learn more about the ever-growing, interdisciplinary field of RPG studies.