Editorial Advisory Board.
List of Contributors.
Table of Contents.
Detailed Table of Contents.
About the Editor.
1: Section I A Review of Research on Educational Gaming.
2: A Qualitative Meta-Analysis of Computer Games as Learning Tools.
3: Games, Claims, Genres, and Learning.
4: Massively Multiplayer Online Role-Play Games for Learning.
5: An Investigation of Current Online Educational Games.
6: Augmented Reality Gaming in Education for Engaged Learning.
7: Mobility, Games, and Education.
8: Game Interfaces as Bodily Techniques.
9: A Window on Digital Games Interactions in Home Settings.
10: Enhanced Interaction in Mixed Social Environments.
11: Electronic Gaming in Germany as Innovation in Education.
12: Section II Educational Gaming in K-12 or Teacher Education Contexts.
13: A Guide to Integrating COTS Games into Your Classroom.
14: Productive Gaming and the Case for Historiographic Game-Play.
15: Game-Based Historical Learning.
16: The Role of MMORPGs in Social Studies Education.
17: Video Games, Reading, and Transmedial Comprehension.
18: COTS Computer Game Effectiveness.
19: Teacher Gamers vs. Teacher Non-Gamers.
20: Using Online Simulation to Engage Users in an Authentic Learning Environment.
21: Pre-Service Computer Teachers as 3D Educational Game Designers.
22: Adolescents Teaching Video Game Making-Who is the Expert Here?.
23: Section III Educational Gaming in Other Learning Contexts.
24: Online Games as Powerful Food Advertising to Children.
25: Changing Health Behavior Through Games.
26: An Overview of Using Electronic Games for Health Purposes.
27: MMORPGs and Foreign Language Education.
28: A Video Game, a Chinese Otaku, and Her Deep Learning of a Language.
29: Developing a Serious Game for Police Training.
30: Game-Based Learning in Design History.