Serious Educational Game Assessment Practical Methods and Models for Educational Games Simulations and Virtual Worlds

Serious Educational Game Assessment  Practical Methods and Models for Educational Games  Simulations and Virtual Worlds
Author: L.A. Annetta,Stephen Bronack
Publsiher: Springer Science & Business Media
Total Pages: 281
Release: 2011-07-22
Genre: Education
ISBN: 9789460913297

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In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.

Serious Educational Game Assessment

Serious Educational Game Assessment
Author: Leonard Annetta
Publsiher: Unknown
Total Pages: 0
Release: 2011
Genre: Electronic Book
ISBN: OCLC:778001368

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Psychology Pedagogy and Assessment in Serious Games

Psychology  Pedagogy  and Assessment in Serious Games
Author: Connolly, Thomas M.
Publsiher: IGI Global
Total Pages: 522
Release: 2013-11-30
Genre: Education
ISBN: 9781466647749

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"This book addresses issues the potential of games to support learning and change behaviour offering empirical evidence pertaining to the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"--

Game Based Assessment Revisited

Game Based Assessment Revisited
Author: Dirk Ifenthaler,Yoon Jeon Kim
Publsiher: Springer Nature
Total Pages: 361
Release: 2019-11-05
Genre: Education
ISBN: 9783030155698

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The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.

Serious Games

Serious Games
Author: Clark C. Abt
Publsiher: University Press of America
Total Pages: 200
Release: 1987
Genre: Education
ISBN: 0819161489

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The author explores the ways in which games can be used to instruct and inform as well as provide pleasure. He uses innovative approaches to problem solving through individualized game techniques.

Handbook of Research on Serious Games for Educational Applications

Handbook of Research on Serious Games for Educational Applications
Author: Zheng, Robert,Gardner, Michael K.
Publsiher: IGI Global
Total Pages: 496
Release: 2016-08-01
Genre: Education
ISBN: 9781522505143

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Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Serious Games and Edutainment Applications

Serious Games and Edutainment Applications
Author: Minhua Ma,Andreas Oikonomou
Publsiher: Springer
Total Pages: 702
Release: 2017-03-03
Genre: Computers
ISBN: 9783319516455

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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Assessment in Game Based Learning

Assessment in Game Based Learning
Author: Dirk Ifenthaler,Deniz Eseryel,Xun Ge
Publsiher: Springer Science & Business Media
Total Pages: 476
Release: 2012-06-13
Genre: Education
ISBN: 9781461435464

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The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.