By Richard E. Ferdig
Video games and gaming have continually been a massive a part of society and tradition. in the final 35 years, as a result of a variety of expertise techniques, digital video games in lots of codecs haven't basically develop into ubiquitous in daily leisure existence yet have additionally permeated many pro fields and disciplines for a number of reasons together with educating and studying.
The Handbook of study on powerful digital Gaming in schooling offers a framework for figuring out video games for academic reasons whereas offering a broader feel of present comparable study. Compiling over 50 groundbreaking examine stories from best overseas gurus within the box, this complicated and uniquely accomplished reference is a must have for educational and learn libraries and for all these drawn to increasing their theoretical and sensible wisdom of the interesting box of digital gaming.
Read Online or Download Handbook of Research on Effective Electronic Gaming in Education Set of 3 PDF
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Additional info for Handbook of Research on Effective Electronic Gaming in Education Set of 3
Army Research Institute for the Behavioral and Social Sciences, USA Karin A. Orvis, Old Dominion University, USA Daniel B. S. Army Research Institute for the Behavioral and Social Sciences, USA Jennifer L. S. Army Research Institute for the Behavioral and Social Sciences, USA Instructional video game development is occurring in both the commercial game development and the instructional design/development communities, but regularly in isolation from one another. This chapter elucidates the commonalities and differences in the development goals and approaches of these communities and discusses how best practices of each community should be blended for optimal instructional videogame design.
By using the descriptors of quality teachers to evaluate digital games, educators will gain a better understanding of why digital games are effective learning tools. Section V The Psychological Impact of Educational Gaming (Part 1): Cognition, Learning, Play, and Identity Chapter XXXIX Designing a Computational Model of Learning.................................................................................. , USA This chapter uses a four-part framework of knowledge, learner, assessment and community to discuss design considerations for building a computational model of learning.
1449 Kalle Jegers, Umeå University, Sweden Carlotte Wiberg, Umeå University, Sweden This chapter reports on the initial results of a study conducted in the project FunTain. The main purpose was to identify general guidelines/implications for edutainment games, in order to guide designers of such games as they often lack in design guidelines. Usability evaluations were conducted on an edutainment game in order to find usability problems. These findings were analyzed and used as input in focus group meetings, held with joint teams of game designers and HCI experts.