Gaming Technologies Collection: Gaming And Cognition: Theories And Practice From The Learning Sciences, 1st Edition

  • Richard Van Eck
  • Published By:
  • ISBN-10: 161520718X
  • ISBN-13: 9781615207183
  • DDC: 794.801
  • Grade Level Range: College Freshman - College Senior
  • 405 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 applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education).

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Editorial Advisory Board.
List of Reviewers.
Copy Editor.
Table of Contents.
Detailed Table of Contents.
Foreword.
Preface.
Acknowledgment.
1: Historical Perspectives.
2: Video Games Revisited.
3: Distinctions between Games and Learning: A Review of Current Literature on Games in Education.
4: MMORPGs in Support of Learning: Current Trends and Future Uses.
5: New Theories and Models.
6: Elemental Learning and the Pyramid of Fidelity.
7: Feedforward as an Essential Active Principle of Engagement in Computer Games.
8: Cognitive Load and Empathy in Serious Games: A Conceptual Framework.
9: Theory into Practice.
10: Effective Knowledge Development in Game–Based Learning Environments: Considering Research in Cognitive Processes and Simulation Design.
11: Learners' Cognitive Load When Using Educational Technology.
12: Making a Connection: Game Genres, Game Characteristics, and Teaching Structures.
13: Activity–Based Scenario Design, Development, and Assessment in Serious Games.
14: Research and Design.
15: Introducing Flowometer: A CyGaMEs Assessment Suite Tool.
16: Different Strokes for Different Folks: Tapping into the Hidden Potential of Serious Games.
17: Practitioner Perspectives.
18: Developing Serious Games for Learning Language–in–Culture.
19: Principles and Signatures in Serious Games for Science Education.
Top Texts for Interdisciplinary Studies of Serious Games.
Compilation of References.
About the Contributors.
Index.