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Handbook of Research on Immersive Digital Games in Educational Environments, 1st Edition

  • Aliane Loureiro Krassmann
  • Érico Marcelo Hoff do Amaral
  • Felipe Becker Nunes
  • Gleizer Bierhalz Voss
  • Manuel Constantino Zunguze
  • Published By:
  • ISBN-10: 1522557911
  • ISBN-13: 9781522557913
  • DDC: 371.39
  • 695 Pages | eBook
  • Original Copyright 2019 | Published/Released October 2019
  • This publication's content originally published in print form: 2019

  • Price:  Sign in for price

About

Overview

Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. This title provides emerging research exploring the theoretical and practical aspects of digital games and technological resources and applications within contemporary education. Featuring coverage on a broad range of topics such as digital integration, educational simulation, and learning theories, this book is ideally designed for teachers, pre-service teachers, students, educational researchers, and education software developers seeking current research on diverse immersive platforms and three-dimensional environments that support the creation of digital games and other applications to improve teaching and learning processes.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Advances in Educational Technologies and Instructional Design (AETID) Book Series.
Editorial Advisory Board.
List of Contributors.
Table of Contents.
Detailed Table of Contents.
Preface.
1: Game Concepts in Learning and Teaching Process.
2: Digital Games for Computing Education: What Are the Benefits?.
3: Digital Game Design Tutorial for Use in the Basic School: A Pedagogical Proposal.
4: Digital Games: Learning Spaces for Executive Functions Stimulation.
5: Serious Games Tools to Support the Literacy Process.
6: The Uses of Games That Transcend the Play and Mediate Learning.
7: Three Dimensional Virtual Laboratories and Simulations for Education: Classification, Criteria for Efficacy, Benefits, and Criticism.
8: Developing a Clearer Understanding of Genre and Mobile Gameplay.
9: Examining Motivational Game Features for Students With Learning Disabilities or Attention Disorders.
10: Digital Games for Diagnostic Assessment of Cognitive Skills and Competences: Literature Review and Framework.
11: Bases for Summative Evaluation of Educational Digital Games and Their Implications in School Scenario.
12: Educational Games Design: How to Create Adaptive, Engaging, and Fun Learning Experiences.
13: Gamified Virtual Environment and Interaction Design for Activities of Daily Living Training: Beyond the Horizon of Assistive Technology.
14: Beyond the Fun: Games and Gamification Under the Pedagogy for Liberation.
15: The Use of Augmented Reality as a Teaching Tool.
16: Using Game Development to Teach Programming.
17: Programming Life: Gamification Applied to the Teaching of Algorithms and Programming Through a Serious Game.
18: A Serious Game as an Auxiliary Tool for the Learning Process of Children With ASD.
19: Online Inquiry-Based Learning in Biology: An Experiment in the Use of Virtual Laboratories.
20: Design of a Web3D Serious Game for Human Anatomy Education: A Web3D Game for Human Anatomy Education.
21: Compilation of References.
About the Contributors.
Index.