Gaming Technologies Collection: Educational Gameplay And Simulation Environments: Case Studies And Lessons Learned, 1st Edition

  • David Kaufman
  • Published By:
  • ISBN-10: 1615207325
  • ISBN-13: 9781615207329
  • DDC: 371.39
  • Grade Level Range: College Freshman - College Senior
  • 500 Pages | eBook
  • Original Copyright 2010 | Published/Released September 2011
  • This publication's content originally published in print form: 2010

  • Price:  Sign in for price



This book covers theoretical, social, and practical issues related to educational games and simulations, contributing to a more effective design and implementation of these activities in learning environments.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Editorial Advisory Board.
Table of Contents.
Detailed Table of Contents.
1: Foundations and Theory.
2: Games, Simulations, and Simulation Games for Learning: Definitions and Distinctions.
3: Effective Educational Games.
4: Simulation in Health Professional Education.
5: The Role of Narrative in Educational Games and Simulations.
6: Does Fantasy Enhance Learning in Digital Games?.
7: Gender and Digital Gameplay: Theories, Oversights, Accidents, and Surprises.
8: Games in Health Education: A Survey of Pre-Service Teachers.
9: Video Games and the Challenge of Engaging the ‘Net’ Generation.
10: Design and Prototyping.
11: Educational Games: Moving from Theory to Practice.
12: Designing a Simulator for Teaching Ethical Decision-Making.
13: Design of a Socioconstructivist Game for the Classroom: Theoretical and Empirical Considerations.
14: Online Multiplayer Games: A Powerful Tool for Learning Communication and Teamwork.
15: Advancing the Study of Educational Gaming: A New Tool for Researchers.
16: Designing Socially Expressive Character Agents to Facilitate Learning.
17: The Use of Virtual Reality in Clinical Psychology Research: Focusing on Approach and Avoidance Behaviors.
18: Learning Efficacy.
19: The Efficacy of Games and Simulations for Learning.
20: Collaborative Online Multimedia Problem-Based Learning Simulations (COMPS).
21: Games for Children with Long-Term Health Problems.
22: Handheld Games: Can Virtual Pets Make a Difference?.
23: The Learning Impact of Violent Video Games.
24: A Study of Biofeedback in a Gaming Environment.
25: Special In-Depth Section on Game Shell and Game Creation.
26: Initial Analysis for Creating a Generic Online Educational Game Shell.
27: Designing a Generic Educational Game Shell.
28: Usability Guidelines for a Generic Educational Game Shell.
29: Validation of a Generic Educational Game Shell.
30: Formative Evaluation of an Online Educational Game.
Compilation of References.
About the Contributors.