Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices, 1st Edition

  • Thomas Connolly
  • Published By:
  • ISBN-10: 1605663611
  • ISBN-13: 9781605663616
  • Grade Level Range: College Freshman - College Senior
  • 372 Pages | eBook
  • Original Copyright 2009 | Published/Released September 2009
  • This publication's content originally published in print form: 2009

  • Price:  Sign in for price



Games-based learning focuses on the exploration of high-quality computer games and associated software tools for education and training. "Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices" disseminates knowledge on the theory and practice of games-based learning, promoting the development and adoption of best practices. Through a combination of theoretical chapters as well as practical case studies, readers will benefit from expert knowledge and learn from the experiences of both researchers and practitioners from across the globe.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Table of Contents.
Detailed Table of Contents.
1: Introduction.
2: Introduction to Games-Based Learning.
3: Learning and Teaching with Computer Games in Higher Education.
4: Multi-User Virtual Environments for Learning Meet Learning Management.
5: Observation as a Requisite for Game-Based Learning Environments.
6: Design Issues.
7: Content Integration in Games-Based Learning Systems.
8: Drawing Circles in the Sand: Integrating Content into Serious Games.
9: The DODDEL Model: A Flexible Document-Oriented Model for the Design of Serious Games.
10: Games-Based Learning, Destination Feedback and Adaptation: A Case Study of an Educational Planning Simulation.
11: Profiling Users in Educational Games.
12: The Use of Role–Playing in Learning.
13: Telling Stories with Digital Board Games: Narrative Game Worlds in Literacies Learning.
14: The Path Between Pedagogy and Technology: Establishing a Theoretical Basis for the Development of Educational Game Environments.
15: Evaluation.
16: Towards a Development Approach to Serious Games.
17: Current Practices in Serious Game Research: A Review from a Learning Outcomes Perspective.
18: Towards the Development of a Games-Based Learning Evaluation Framework.
19: Games-Based Learning in the Classroom and How it can Work!.
20: Gender and Disabilities.
21: Games for Learning: Does Gender Make a Difference?.
22: Digital Games-Based Learning for Students with Intellectual Disability.
Compilation of References.
About the Contributors.