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

About

Overview

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.
Foreword.
Preface.
Acknowledgment.
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.
Index.