Handbook of research on serious games for educational applications
Title:
Handbook of research on serious games for educational applications
ISBN:
9781522505143
Publication Information New:
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, PA 17033, USA) : IGI Global, [2017]
Physical Description:
PDFs (495 pages) : illustrations.
Contents:
What cognitive psychology can tell us about educational computer games / Michael K. Gardner, David L. Strayer -- The role of metacognition in learning via serious games / Douglas J. Hacker -- Learning from social collaboration: a paradigm shift in evaluating game-based learning / Kimmo Oksanen, Timo Lainema, Raija Hämäläinen -- A framework for promoting knowledge transfer in SNS game-based learning / Robert Z. Zheng, Thanh N. Truong -- Using video games to improve spatial skills / HeeSun Choi, Jing Feng -- Dino lab: designing and developing an educational game for critical thinking / Kirsten R. Butcher, Madlyn Runburg, Roger Altizer -- Designing BioSim: playfully encouraging systems thinking in young children / Naomi Thompson, Kylie Peppler, Joshua Danish -- A game-based approach to teaching social problem-solving skills / Rebecca P. Ang [and 6 others] -- Design of fantasy and their effect on learning and engagement in a serious game / Jaejin Lee, Min Liu -- Game design as a complex problem solving process / Mete Akcaoglu [and 3 others] -- Designing intrinsic integration of learning and gaming actions in a 3D architecture game / Fengfeng Ke -- Designing engaging educational games and assessing engagement in game-based learning / Xun Ge, Dirk Ifenthaler -- Augmented reality in informal learning settings: leveraging technology for the love of history / Eric G. Poitras [and 4 others] --
Stories, games, and learning through play: the affordances of game narrative for education / Stephen T. Slota, Michael F. Young -- Factors that explain adolescent and young adult mobile game play, Part 1: a quantitative examination of the characteristics describing the casual player / Boaventura DaCosta, Soonhwa Seok -- Factors that explain adolescent and young adult mobile game play, Part 2: a quantitative examination of the casual player in the context of age and gender / Boaventura DaCosta, Soonhwa Seok -- Level up: multiple player professional development / Oliver Dreon, Greg Szczyrbak -- The development of a gamified system for health activism as a graduate student project / David Kirschner -- Game dimensions and pedagogical dimension in serious games / Begoña Gros.
Abstract:
"This book 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"--Provided by publisher.
Electronic Access:
Full Text Available From IGI Global 2017 Packages
Language:
English