Editorial Advisory Board.
List of Reviewers.
List of Contributors.
Table of Contents.
Detailed Table of Contents.
1: Introduction to Game-Based Learning.
2: Research Review: Empirical Studies on Computer Game Play in Science Education.
3: The Use of Computer Games in Education: A Review of the Literature.
4: European Schoolnet1's Games in Schools Study: The Current State of Play in European Schools and the Game Ahead.
5: Learning with Video Games.
6: Cognitive Approach to Game-Based Learning: Design Patterns and Instructional Design.
7: A First Step towards Integrating Educational Theory and Game Design.
8: Classifying Serious Games: The G/P/S Model.
9: Game-Based Learning Design Patterns: An Approach to Support the Development of “Better” Educational Games.
10: I'd Rather Be Playing Calculus: Adapting Entertainment Game Structures to Educational Games.
11: Game Literacy: Assessing Its Value for Both Classification and Public Perceptions of Games in a New Zealand Context.
12: Unifying Instructional and Game Design.
13: A Theoretical Background for Educational Video Games: Games, Signs, Knowledge.
14: Psychological Approach to Game-Based Learning: Emotions, Motivation and Engagement.
15: ARGuing for Multilingual Motivation in Web 2.0: An Evaluation of a Large-Scale European Pilot.
16: Computer Games for Affective Learning.
17: Motivating by Design: Using Digital-Game Based Learning Techniques to Create an Interesting Problem-Based Learning Environment.
18: Assessing Engagement in Serious Educational Games: The Development of the Student Engaged Learning in a Technology Rich Interactive Classroom (SELTIC).
19: Games That Motivate to Learn: Design Serious Games by Identified Regulations.
20: Theories of Motivation for Adults Learning with Games.
21: Collaborative Learning in Massively Multiplayer Online Games: A Review of Social, Cognitive and Motivational Perspectives.
22: How Digital Gaming Enhances Non-Formal and Informal Learning.
23: Understanding Serious Gaming: A Psychological Perspective.
24: Using Spatial Audio in Game Technology for Expressing Mathematical Problems to Blind Students.
25: Mobile Gaming Environment: Learning and Motivational Effects.
26: Affective Gaming in Education, Training and Therapy: Motivation, Requirements, Techniques.
27: Gestural Motivation, Learning and Evaluation Using Interactive Game Design.
28: User-Centered Approach to Game-Based Learning: Accounting for Users' Differences, Specificities and Disabilities.
29: Hints for Improving Motivation in Game-Based Learning Environments.
30: Exploring the Gender Differences between Student Teachers When Using an Educational Game to Learn Programming Concepts.
31: Designing Games to Motivate Student Cohorts through Targeted Game Genre Selection.
32: Game-Based Learning: Current Research in Games for Health, a Focus on Biofeedback Video Games as Treatment for AD/HD.
33: As You Like It: What Media Psychology Can Tell Us about Educational Game Design.
34: Engaging the Un-Engageable.
1: User-Centered Approach to Game-Based Learning: Accounting for Users' Differences, Specificities and Disabilities.
2: A Reference Architecture for Game-Based Intelligent Tutoring.
3: Effective Game Use in Neurorehabilitation: User-Centered Perspectives.
4: Serious Linguistic Games as Intelligent Tutoring Systems.
5: Motivating the Demotivated Classroom: Gaming as a Motivational Medium for Students with Intellectual Disability and Their Educators.
6: Curricular Approach to Game-Based Learning: Integrating Video Games in Instructional Settings.
7: Field Report: Using a Violent Multiplayer Game as a Virtual Classroom for a Course on Violent Video Games.
8: Students Using Indigenous Knowledge in Video Game Creation to Develop Design Thinking Skills.
9: Integration of Educational Games in Synchronous Virtual Classroom: A Case Study.
10: Playful Pedagogies: Cultural and Curricular Approaches to Game-Based Learning in the School Classroom.
11: Game-Based Learning with a Dialogic Teaching Approach: A Case of Deep Learning and the Use of SporeTM in A-Level Biology Lessons.
12: Modifying Commercial Off-the-Shelf (COTS) Games for Use in Education.
13: Promoting Sexual Health Education via Gaming: Evidence from the Barrios of Lima, Peru.
14: Developing Educational Games for Engineering Education: A Case Study.
15: Developing Video Games for Physics Education.
16: Practical Applications of Serious Games in Education.
17: Game-Based Learning for Knowledge Sharing and Transfer: The e-VITA Approach for Intergenerational Learning.
18: Exploring Educational Video Game Design: Meaning Potentials and Implications for Learning.
19: Emerging Paradigms in Legal Education: A Learning Environment to Teach Law through Online Role Playing Games.
20: Computer Games for Algorithm Learning.
21: Context-Free Educational Games: Open-Source and Flexible.
22: A study on Whether Digital Games Can Effect Spatial Reasoning Skills.
23: LEADER.Edu: Using Interactive Scenario-Based Simulations for Leadership Development.
24: Digital Propensity: An Investigation of Video Game and Information and Communication Technology Practices.
Compilation of References.
About the Contributors.