Editorial Advisory Board.
Table of Contents.
Detailed Table of Contents.
1: Theoretical Considerations.
2: Games and Simulations in Training: Factors to Consider When Designing for Adult Learners.
3: Explaining the Educational Power of Games.
4: Educational Simulations: Learning from the Past and Ensuring Success in the Future.
5: Models of Politics and Society in Video Games.
6: A Proposed Framework for Studying Educational Virtual Worlds.
7: The Dynamics of Video Gaming: Influences Affecting Game Play and Learning.
8: Applying Theory to Game Design.
9: Exploratory Digital Games for Advanced Skills: Theory and Application.
10: Designing Educational Games: A Pedagogical Approach.
11: Moving to the Next Level: Designing Embedded Assessments into Educational Games.
12: The Design of a Health Literacy Game: Face the Case.
13: The Application of ‘Activity Theory’ in the Design of Educational Simulation Games.
14: The Learning Toolkit: The Design, Development, Testing and Dissemination of Evidence–Based Educational Software 1.
15: Using Games in Education.
16: Games and the Development of Students' Civic Engagement and Ecological Stewardship.
17: Quests and Achievements in the Classroom.
18: Modifying Popular Board Games to Illustrate Complex Strategic Concepts: A Comparison with a Professional Computer Simulation.
19: Animated Computer Education Games for Students with ADHD: Evaluating Their Development and Effectiveness as Instructional Tools.
20: Adult Learning and Virtual Worlds Simulations.
21: Using Commercial–Off–the–Shelf Video Games to Facilitate Habits of Mind: Spore™ in the Seventh Grade Life Science Classroom.
22: “Click, You're It!”: The Role of Gaming in the K–12 Educational Setting.
23: Video Games in Education: Opportunities for Learning Beyond Research Claims and Advertising Hype.
24: Benefits of Video and Eye Toy Gaming for Children with Autism.
25: Gaming and Simulation: Training, and the Military.
26: Design–Researching Gamestar Mechanic: Integrating Sound Learning Theory into a Game about Game Design.
27: Second Life as a Tool for Engaging Students Across the Curriculum.
28: Collaborative Online Roleplay for Adult Learners.
29: ExerLearning®: Movement, Fitness, Technology and Learning.
30: Designing Serious Games for People with Dual Diagnosis: Learning Disabilities and Sensory Impairments.
Compilation of References.
About the Contributors.