Front Cover.
Title Page.
Copyright Page.
Editorial Board.
Other Frontmatter.
List of Contributors.
Contents.
Preface.
1: Fundamental Concepts and Theories.
2: A Taxonomy of Educational Games.
3: An Overview of Gaming Terminology.
4: Augmented Reality Gaming in Education for Engaged Learning.
5: Computer Simulations and Scientific Knowledge Construction.
6: Distinctions Between Games and Learning: A Review of Current Literature on Games in Education.
7: Educational Simulations: Learning from the Past and Ensuring Success in the Future.
8: Emotional Agent Modeling (EMAM).
9: Game Mods: Customizable Learning in a K16 Setting.
10: Games and Simulations: A New Approach in Education?.
11: Games, Simulations, and Simulation Games for Learning: Definitions and Distinctions.
12: Gaming in Adult Education.
13: Mobility, Games, and Education.
14: Principles of Educational Digital Game Structure for Classroom Settings.
15: Simulation Games for the Learning and Teaching of Mathematics.
16: Simulation in Teaching and Training.
17: Subject Matter Content Creation for Second Life Delivery: Teaching GIS in Second Life.
18: The Path between Pedagogy and Technology: Establishing a Theoretical Basis for the Development of Educational Game Environments.
19: The Quality of Service Issue in Virtual Environments.
20: Video Games Revisited.
21: Virtual Modeling and Prototyping in Collaborative Product Design.
22: Development and Design Methodologies.
23: A Multi-Disciplinary Strategy for Identifying Affective Usability Aspects in Educational Geosimulation Systems.
24: Cognitive Apprenticeship Inspired Simulations.
25: Combining Instructional Design and Game Design.
26: Communicability in Educational Simulations.
27: Considerations and Methodology for Designing a Virtual World: Solution for a Large Corporation.
28: Effective Knowledge Development in Game-Based Learning Environments: Considering Research in Cognitive Processes and Simulation Design.
29: Electronic Gaming in Germany as Innovation in Education.
30: Enhancing Intelligent Tutoring Systems with the Agent Paradigm.
31: Epistemological Framework and Mathematical Learning.
32: GaME Design for Intuitive Concept Knowledge.
33: Games, Claims, Genres, and Learning.
34: Learning Object Model for Online Laboratories.
35: Motivation, Learning, and Game Design.
36: Real Time Interface for Fluidized Bed Reactor Simulator.
37: The Design and Development of Educational Immersive Environments: From Theory to Classroom Deployment.
38: Tools and Technologies.
39: A Simulation for Improving Teachers’ Motivational Skills.
40: A Virtual Environment for Machining Operations Simulation and Machining Evaluation.
41: An Intelligent Web-Based Human-Computer Interaction System with Natural Language CSIEC and its Integration into English Instruction.
42: BioSimGrid Biomolecular Simulation Database.
43: Changing Middle School Science through STEAM.
44: Design and Evaluation of Embodied Conversational Agents for Educational and Advisory Software.