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Handbook of research on improving learning and motivation through educational games : multidisciplinary approaches

Auteur : Patrick Felicia; IGI Global.
Éditeur: Hershey, Pa. : IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA), ©2011.
Édition/format:   Livre électronique : Document : AnglaisVoir toutes les éditions et tous les formats
Résumé:
"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.
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Détails

Genre/forme: Electronic books
Format – détails additionnels: Print version:
(DLC) 2010054437
Type d’ouvrage: Document, Ressource Internet
Type de document: Ressource Internet, Fichier d'ordinateur
Tous les auteurs / collaborateurs: Patrick Felicia; IGI Global.
ISBN: 9781609604967 1609604962
Numéro OCLC: 807845681
Description: 1 online resource (1,173 pages) : illustrations, digital files
Contenu: 1. Research review / Gunilla Svingby, Elisabet Nilsson --
2. The use of computer games in education / Thomas Hainey [and others] --
3. European Schoolnet1's games in schools study / Caroline Kearney --
4. Learning with video games / René St-Pierre --
5. A first step towards integrating educational theory and game design / Jan-Paul van Staalduinen --
6. Classifying serious games / Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel --
7. Game-based learning design patterns / Manuel Ecker, Wolfgang Müller, Johannes Zylka --
8. I'd rather be playing calculus / Monica Evans --
9. Game literacy / Gareth Schott, Neil Selwyn --
10. Unifying instructional and game design / David Schwartz, Jessica Bayliss --
11. A theoretical background for educational video games / Nicolas Szilas, Martin Acosta --
12. ARGuing for multilingual motivation in Web 2.0 / Thomas Hainey [and others] --
13. Computer games for affective learning / Claire Dormann, Jennifer Whitson, Robert Biddle --
14. Motivating by design / Paul Toprac --
15. Assessing engagement in serious educational games / Leonard Annetta [and others] --
16. Games that motivate to learn / Menno Deen, Ben Schouten --
17. Theories of motivation for adults learning with games / Nicola Whitton --
18. Collaborative learning in massively multiplayer online games / Iro Voulgari, Vassilis Komis --
19. How digital gaming enhances non-formal and informal learning / Daniel Aranda, Jordi Sánchez-Navarro. 20. Understanding serious gaming / Priscilla Haring, Dimitrina Chakinska, Ute Ritterfeld --
21. Using spatial audio in game technology for expressing mathematical problems to blind students / Flaithrí Neff, Ian Pitt --
22. Mobile gaming environment / Namsoo Shin, Cathleen Norris, Elliot Soloway --
23. Affective gaming in education, training and therapy / Eva Hudlicka --
24. Gestural motivation, learning and evaluation using interactive game design / Roman Danylak --
25. Hints for improving motivation in game-based learning environments / Jean-Charles Marty, Thibault Carron --
26. Exploring the gender differences of student teachers when using an educational game to learn programming concepts / Eugenia Ng --
27. Designing games to motivate student cohorts through targeted game genre selection / Penny de Byl, Jeffrey Brand --
28. Game-based learning / Krestina Amon, Andrew Campbell --
29. As you like it / Stephanie Linek --
30. Engaging the un-engageable / John Carr, Peter Blanchfield --
31. A reference architecture for game-based intelligent tutoring / Dennis Maciuszek, Alke Martens --
32. Effective game use in neurorehabilitation / Joel Perry [and others] --
33. Serious linguistic games as intelligent tutoring systems / Stephen Howell, Tony Veale --
34. Motivating the demotivated classroom / Maria Saridaki, Constantinos Mourlas --
35. Field report / Wolfgang Bösche, Florian Kattner. 36. Students using indigenous knowledge in video game creation to develop design thinking skills / Professor Anderson, Lyn Courtney --
37. Integration of educational games in synchronous virtual classroom / Eleni Rossiou --
38. Playful pedagogies / Ben Williamson, Richard Sandford --
39. Game-based learning with a dialogic teaching approach / Wee Tan, Sue Johnston-Wilder, Sean Neill --
40. Modifying Commercial Off-The-Shelf (COTS) games for use in education / Ryan Flynn --
41. Promoting sexual health education via gaming / Arul Chib 42. Developing educational games for engineering education / Vinod Srinivasan, Karen Butler-Purry, Susan Pedersen --
43. Developing videogames for physics education / Kostas Anagnostou, Anastasia Pappa --
44. Practical applications of serious games in education / Helen Axe, Helen Routledge --
45. Game-based learning for knowledge sharing and transfer / Dimitra Pappa [and others] --
46. Exploring educational video game design / Anna Åkerfeldt, Staffan Selander --
47. Emerging paradigms in legal education / Nicola Lettieri [and others] --
48. Computer games for algorithm learning / Sahar Shabanah --
49. Context-free educational games / Vasiliki Dai [and others] --
50. A study on whether digital games can effect spatial reasoning skills / Andrea Corradini --
51. LEADER.edu / Brent Ruben [and others] --
52. Digital propensity / Boaventura DaCosta [and others].
Responsabilité: Patrick Felicia, editor.

Résumé:

Provides relevant theoretical frameworks and the latest empirical research findings on game-based learning. It is written for professionals who want to improve their understanding of the important  Lire la suite...

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