Gaming And Simulations: Concepts, Methodologies, Tools And Applications, 1st Edition

  • Published By:
  • ISBN-10: 1609601963
  • ISBN-13: 9781609601966
  • DDC: 371.39
  • Grade Level Range: College Freshman - College Senior
  • 1635 Pages | eBook
  • Original Copyright 2011 | Published/Released April 2011
  • This publication's content originally published in print form: 2011

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About

Overview

This work unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels. This three-volume reference explores all facets of game design and application and describes how this emerging discipline informs and is informed by society and culture.

Table of Contents

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.