Handbook of Research on Effective Electronic Gaming in Education, 1st Edition

  • Published By:
  • ISBN-10: 1599048116
  • ISBN-13: 9781599048116
  • Grade Level Range: College Freshman - College Senior
  • 1759 Pages | eBook
  • Original Copyright 2008 | Published/Released November 2008
  • This publication's content originally published in print form: 2008

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Presents a framework for understanding games for educational purposes while providing a broader sense of current related research. Compiles numerous research studies from leading international authorities in the field.

Table of Contents

Cover Page.
Title Page.
Copyright Page.
Editorial Advisory Board.
List of Contributors.
Table of Contents.
Detailed Table of Contents.
About the Editor.
Reviewer Acknowledgment.
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.