Gaming Technologies Collection: Design And Implementation Of Educational Games: Theoretical And Practical Perspectives, 1st Edition

  • Pavel Zemliansky
  • Published By:
  • ISBN-10: 1615207821
  • ISBN-13: 9781615207824
  • DDC: 371.39
  • Grade Level Range: College Freshman - College Senior
  • 512 Pages | eBook
  • Original Copyright 2010 | Published/Released September 2011
  • This publication's content originally published in print form: 2010

  • Price:  Sign in for price



This book will give readers a solid understanding of issues in educational game design and deployment in the classroom.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
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.