Design and implementation of educational games : theoretical and practical perspectives / Pavel Zemliansky, Diane Wilcox, [editors].

"The new global, fast-paced, interconnected world demands that educators consider new educational methods and media in order to meet the needs of a mobile, shifting society.Design and Implementation of Educational Games: Theoretical and Practical Perspectives researches how to meet this need by...

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Bibliographic Details
Corporate Author: InfoSci-Books
Other Authors: Wilcox, Diane M., Zemliansky, Pavel
Format: Ebook
Language:English
Published: Hershey, PA : Information Science Reference, c2010.
Subjects:
Online Access:IGI Global e-Book Collection
Table of Contents:
  • Section 1. Theoretical Considerations:
  • 1. Games and Simulations in Training: Factors to Consider When Designing for Adult Learners / Courtney Uram, Diane Wilcox, Jane Thall
  • 2. Explaining the Educational Power of Games / Timo Lainema, Eeli Saarinen
  • 3. Educational Simulations: Learning from the Past and Ensuring Success in the Future / David A. Guralnick, Christine Levy
  • 4. Models of Politics and Society in Video Games / Tobias Bevc
  • 5. A Proposed Framework for Studying Educational Virtual Worlds / Ricardo Javier Rademacher Mena
  • 6. The Dynamics of Video Gaming: Influences Affecting Game Play and Learning / Sandra Schamroth Abrams
  • Section 2. Applying Theory to Game Design:
  • 7. Exploratory Digital Games for Advanced Skills: Theory and Application / Juan Carlos Sanchez-Lozano
  • 8. Designing Educational Games: A Pedagogical Approach / Stephen Tang, Martin Hanneghan
  • 9. Moving to the Next Level: Designing Embedded Assessments into Educational Games / Jody S. Underwood, Stacy Kruse, Peter Jakl
  • 10. The Design of a Health Literacy Game: Face the Case / Jennifer McCabe
  • 11. The Application of 'Activity Theory' in the Design of Educational Simulation Games / Paul Peachey
  • 12. The Learning Toolkit: The Design, Development, Testing and Dissemination of Evidence-based Educational Software 1 / Philip C. Abrami, Robert S. Savage, Gia Deleveaux, Anne Wade, Elizabeth Meyer, Catherine LeBel
  • Section 3. Using Games in Education:
  • 13. Games and the Development of Students' Civic Engagement and Ecological Stewardship / Janice L. Anderson
  • 14. Quests and Achievements in the Classroom / Matthew Barton, Kevin Moberley
  • 15. Modifying Popular Board Games to Illustrate Complex Strategic Concepts : A Comparison With a Professional Computer Simulation / Scott Gallagher, David Cavazos, Steven Harper
  • 16. Animated Computer Education Games for Students with ADHD: Evaluating Their Development and Effectiveness as Instructional Tools / Kim B. Dielmann, Julie Meaux
  • 17. Adult Learning and Virtual Worlds Simulations / Michele D. Estes, Randell Snow
  • 18. Using Commercial-Off-the-Shelf Video Games to Facilitate Habits of Mind: Spore™ in the Seventh Grade Life Science Classroom / Michael A. Evans
  • 19. "Click, You're It!": The Role of Gaming in the K-12 Educational Setting / Karen Kellison, George Font
  • 20. Video Games in Education: Opportunities for Learning Beyond Research Claims and Advertising Hype / P.G. Schrader, Kimberly A. Lawless, Hasan Deniz
  • 21. Benefits of Video and Eye Toy Gaming for Children with Autism / Nava Silton, Ann Higgins D'Alessandro
  • 22. Gaming and Simulation: Training, and the Military / Dr. Sheila Seitz, Courtney Uram
  • 23. Design-Researching Gamestar Mechanic: Integrating Sound Learning Theory into a Game about Game Design / Ivan Alex Games
  • 24. Second Life as a Tool for Engaging Students Across the Curriculum / Kathryn E. Stevens, S.E. Kruck, Jeremy Hawkins, Suzanne C. Baker
  • 25. Collaborative Online Roleplay for Adult Learners. / Paul Pivec, Maja Pivec
  • 26. ExerLearning® : Movement, Fitness, Technology and Learning / Judy Shasek
  • 27. Designing Serious Games for People with Dual Diagnosis: Learning Disabilities and Sensory Impairments / David J. Brown, Penny Standen, Lindsay Evett, Steven Battersby, Nick Shopland.
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