Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds, 1st Edition

  • Published By:
  • ISBN-10: 1466640197
  • ISBN-13: 9781466640191
  • DDC: 371.39
  • Grade Level Range: College Freshman - College Senior
  • 361 Pages | eBook
  • Original Copyright 2013 | Published/Released October 2013
  • This publication's content originally published in print form: 2013

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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.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Editorial Board.
Table of Contents.
Detailed Table of Contents.
1: Issues and Concerns of K-12 Educators on 3-D Multi-User Virtual Environments in Formal Classroom Settings.
2: Digital Dome vs. Desktop Display in an Educational Game: Gates of Horus.
3: Virtual Learning Environments – The oLTECx: A Study of Participant Attitudes and Experiences.
4: Virtual Tutor Training: Learning to Teach in a Multi-User Virtual Environment.
5: Learning to Become Citizens by Enacting Governorship in the Statecraft Curriculum: An Evaluation of Learning Outcomes.
6: Strategies to Teach Game Development Across Age Groups.
7: Negotiating Students' Conceptions of ‘Cheating’ in Video Games and in School.
8: Television, Games, and Mathematics: Effects of Children's Interactions with Multiple Media.
9: Optimizing the Psychological Benefits of Choice: Information Transparency and Heuristic Use in Game Environments.
10: Impacts of Forced Serious Game Play on Vulnerable Subgroups.
11: Playful Learning Experiences: Meaningful Learning Patterns in Players' Biographies.
12: Videogames and the Ethics of Care.
13: Investigating Youth's Life Online Phenomena: Subverting Dichotomies through Negotiation of Offline and Online Identities.
14: Behind the MASK: Motivation through Avatar Skills and Knowledge.
15: Relations Between Videogame Play and 8th-Graders' Mathematics Achievement.
16: Levels of Failure and Learning in Games.
17: Procedural Ethos: Confirming the Persuasive in Serious Games.
Compilation of References.
About the Contributors.