Advances in Game-Based Learning (AGBL): 13 Volumes

Series Editor(s): Robert D. Tennyson (University of Minnesota, USA)
ISSN: 2327-1825|EISSN: 2327-1833
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Institutions: Print
$1,930.00
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Description

The Advances in Game-Based Learning (AGBL) Book Series aims to cover all aspects of serious games applied to any area of education. The definition and concept of education has begun to morph significantly in the past decades and game-based learning has become a popular way to encourage more active learning in a creative and alternative manner for students in K-12 classrooms, higher education, and adult education. AGBL presents titles that address many applications, theories, and principles surrounding this growing area of educational theory and practice.

Topics Covered

  • Curriculum Development Using Educational Games
  • Digital Game-Based Learning
  • Edutainment
  • Electronic Educational Games
  • Game Design and Development of Educational Games
  • MMOs in Education
  • Pedagogical Theory of Game-Based Learning
  • Psychological Study of Students Involved in Game-Based Learning
  • Role of instructors
  • Virtual worlds and Game-Based Learning

Titles in Series

Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments
Gianni Panconesi (For.com, Italy), Maria Guida (National Institute for Documentation, Innovation, and Educational Research, Italy)
Copyright © 2017. 400 pages.
Modern technology has enhanced many aspects of life, including classroom education. By offering virtual learning experiences, educational systems can become more eff...
Gamification-Based E-Learning Strategies for Computer Programming Education
Ricardo Alexandre Peixoto de Queirós (Polytechnic Institute of Porto, Portugal), Mário Teixeira Pinto (Polytechnic Institute of Porto, Portugal)
Copyright © 2017. 350 pages.
Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid ch...
Handbook of Research on Serious Games for Educational Applications
Robert Zheng (The University of Utah, USA), Michael K. Gardner (The University of Utah, USA)
Copyright © 2017. 496 pages.
Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as...
Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning
Francisco Milton Mendes Neto (Federal Rural University of the Semiarid Region, Brazil), Rafael de Souza (Federal Rural University of the Semiarid Region, Brazil), Alex Sandro Gomes (Federal University of Pernambuco, Brazil)
Copyright © 2016. 673 pages.
As society continues to experience increases in technological innovations, various industries must rapidly adapt and learn to incorporate these advances. When utiliz...
Handbook of Research on Gaming Trends in P-12 Education
Donna Russell (Walden University, USA), James M. Laffey (University of Missouri at Columbia, USA)
Copyright © 2016. 663 pages.
Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for chil...
Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education
Shannon Kennedy-Clark (Australian Catholic University, Australia), Kristina Everett (Australian Catholic University, Australia), Penny Wheeler (Australian Catholic University, Australia)
Copyright © 2014. 333 pages.
The ever-growing creation of new internet technologies has led to a growing trend and use of scenario-based virtual environments and serious games in education. Alon...
Psychology, Pedagogy, and Assessment in Serious Games
Thomas M. Connolly (University of the West of Scotland, UK), Thomas Hainey (University of the West of Scotland, UK), Elizabeth Boyle (University of the West of Scotland, UK), Gavin Baxter (University of the West of Scotland, UK), Pablo Moreno-Ger (Universidad Complutense de Madrid, Spain)
Copyright © 2014. 522 pages.
As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate, Serious Games...
Student Usability in Educational Software and Games: Improving Experiences
Carina Gonzalez (University of La Laguna, Spain)
Copyright © 2013. 439 pages.
Educational games facilitate players’ experiences, meet desired pedagogical objectives, and allow users to engage in learning while enjoying themselves. These educat...
Interactivity in E-Learning: Case Studies and Frameworks
Haomin Wang (Dakota State University, USA)
Copyright © 2012. 408 pages.
In the past, interactivity has often been studied from the perspective of a particular subject area. Much effort has been expended on classifying and topologizing in...
Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
Patrick Felicia (Waterford Institute of Technology, Ireland)
Copyright © 2011. 1462 pages.
Game-Based Learning is becoming increasingly popular thanks to its ability to both motivate and teach a new generation of learners frequently referred as “digital na...
Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies
Angela Piu (University of L'Aquila, Italy), Cesare Fregola (Roma Tre University, Italy)
Copyright © 2011. 256 pages.
Technologic and virtual development is growing, creating an environment of online gaming that can be used as an effective and motivational instrument for math didact...
Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
Young Kyun Baek (Korea National University of Education, Korea)
Copyright © 2010. 358 pages.
In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and sel...
Ethics and Game Design: Teaching Values through Play
Karen Schrier (Columbia University, USA), David Gibson (University of Vermont, USA)
Copyright © 2010. 396 pages.
Ethics and games are emerging as a very popular field of study. As such, there has become a need to define the field in terms of its primary challenges and the curre...

Editor(s) Biography

Robert D. Tennyson is currently a Professor of Educational Psychology and Technology in the Learning and Cognition, at the University of Minnesota. In addition to his faculty position, he is also the Program Coordinator for Psychological Foundations of Education. His published works range from basic theoretical articles on human learning, to applied books on instructional design and technology. He is editor of the scientific journal, Computers in Human Behavior, published by Elsevier Science which is now in its 17th year, as well as serving on several editorial boards for professional journals.

His research and publications include topics such as cognitive learning and complex cognitive processes, intelligent systems, complex-dynamic simulations, testing and measurement, instructional design, and advanced learning technologies. At the present time, he is working with a German colleague on basic research in learning complex-advanced knowledge.

His international activities include directing a NATO-sponsored Advanced Research workshop (Barcelona) and a NATO Advanced Study Institute (Grimstad, Norway)—both on the topic of Automated Instructional Design and Delivery. He has recently directed an institute on technology in Athens and Kuala Lumpur. His other international activities include twice receiving a Fulbright Research Award to Germany and once to Russia. His teaching interests include psychology of learning, technology-based systems design, evaluation, and management systems.