eBook Handbook Of Research On Improving Learning And Motivation Through Educational Games: Multidisciplinary Approaches, 1st Edition

  • Published By:
  • ISBN-10: 1609604962
  • ISBN-13: 9781609604967
  • DDC: 371.33
  • Grade Level Range: College Freshman - College Senior
  • 1050 Pages | eBook
  • Original Copyright 2011 | Published/Released August 2012
  • This publication's content originally published in print form: 2011
  • Price:  Sign in for price



This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Editorial Advisory Board.
List of Reviewers.
List of Contributors.
Table of Contents.
Detailed Table of Contents.
1: Introduction to Game-Based Learning.
2: Research Review: Empirical Studies on Computer Game Play in Science Education.
3: The Use of Computer Games in Education: A Review of the Literature.
4: European Schoolnet1's Games in Schools Study: The Current State of Play in European Schools and the Game Ahead.
5: Learning with Video Games.
6: Cognitive Approach to Game-Based Learning: Design Patterns and Instructional Design.
7: A First Step towards Integrating Educational Theory and Game Design.
8: Classifying Serious Games: The G/P/S Model.
9: Game-Based Learning Design Patterns: An Approach to Support the Development of “Better” Educational Games.
10: I'd Rather Be Playing Calculus: Adapting Entertainment Game Structures to Educational Games.
11: Game Literacy: Assessing Its Value for Both Classification and Public Perceptions of Games in a New Zealand Context.
12: Unifying Instructional and Game Design.
13: A Theoretical Background for Educational Video Games: Games, Signs, Knowledge.
14: Psychological Approach to Game-Based Learning: Emotions, Motivation and Engagement.
15: ARGuing for Multilingual Motivation in Web 2.0: An Evaluation of a Large-Scale European Pilot.
16: Computer Games for Affective Learning.
17: Motivating by Design: Using Digital-Game Based Learning Techniques to Create an Interesting Problem-Based Learning Environment.
18: Assessing Engagement in Serious Educational Games: The Development of the Student Engaged Learning in a Technology Rich Interactive Classroom (SELTIC).
19: Games That Motivate to Learn: Design Serious Games by Identified Regulations.
20: Theories of Motivation for Adults Learning with Games.
21: Collaborative Learning in Massively Multiplayer Online Games: A Review of Social, Cognitive and Motivational Perspectives.
22: How Digital Gaming Enhances Non-Formal and Informal Learning.
23: Understanding Serious Gaming: A Psychological Perspective.
24: Using Spatial Audio in Game Technology for Expressing Mathematical Problems to Blind Students.
25: Mobile Gaming Environment: Learning and Motivational Effects.
26: Affective Gaming in Education, Training and Therapy: Motivation, Requirements, Techniques.
27: Gestural Motivation, Learning and Evaluation Using Interactive Game Design.
28: User-Centered Approach to Game-Based Learning: Accounting for Users' Differences, Specificities and Disabilities.
29: Hints for Improving Motivation in Game-Based Learning Environments.
30: Exploring the Gender Differences between Student Teachers When Using an Educational Game to Learn Programming Concepts.
31: Designing Games to Motivate Student Cohorts through Targeted Game Genre Selection.
32: Game-Based Learning: Current Research in Games for Health, a Focus on Biofeedback Video Games as Treatment for AD/HD.
33: As You Like It: What Media Psychology Can Tell Us about Educational Game Design.
34: Engaging the Un-Engageable.
1: User-Centered Approach to Game-Based Learning: Accounting for Users' Differences, Specificities and Disabilities.
2: A Reference Architecture for Game-Based Intelligent Tutoring.
3: Effective Game Use in Neurorehabilitation: User-Centered Perspectives.
4: Serious Linguistic Games as Intelligent Tutoring Systems.
5: Motivating the Demotivated Classroom: Gaming as a Motivational Medium for Students with Intellectual Disability and Their Educators.
6: Curricular Approach to Game-Based Learning: Integrating Video Games in Instructional Settings.
7: Field Report: Using a Violent Multiplayer Game as a Virtual Classroom for a Course on Violent Video Games.
8: Students Using Indigenous Knowledge in Video Game Creation to Develop Design Thinking Skills.
9: Integration of Educational Games in Synchronous Virtual Classroom: A Case Study.
10: Playful Pedagogies: Cultural and Curricular Approaches to Game-Based Learning in the School Classroom.
11: Game-Based Learning with a Dialogic Teaching Approach: A Case of Deep Learning and the Use of SporeTM in A-Level Biology Lessons.
12: Modifying Commercial Off-the-Shelf (COTS) Games for Use in Education.
13: Promoting Sexual Health Education via Gaming: Evidence from the Barrios of Lima, Peru.
14: Developing Educational Games for Engineering Education: A Case Study.
15: Developing Video Games for Physics Education.
16: Practical Applications of Serious Games in Education.
17: Game-Based Learning for Knowledge Sharing and Transfer: The e-VITA Approach for Intergenerational Learning.
18: Exploring Educational Video Game Design: Meaning Potentials and Implications for Learning.
19: Emerging Paradigms in Legal Education: A Learning Environment to Teach Law through Online Role Playing Games.
20: Computer Games for Algorithm Learning.
21: Context-Free Educational Games: Open-Source and Flexible.
22: A study on Whether Digital Games Can Effect Spatial Reasoning Skills.
23: LEADER.Edu: Using Interactive Scenario-Based Simulations for Leadership Development.
24: Digital Propensity: An Investigation of Video Game and Information and Communication Technology Practices.
Compilation of References.
About the Contributors.