Student Usability in Educational Software and Games: Improving Experiences

Student Usability in Educational Software and Games: Improving Experiences

Carina Gonzalez (University of La Laguna, Spain)
Release Date: August, 2012|Copyright: © 2013 |Pages: 439
ISBN13: 9781466619876|ISBN10: 1466619872|EISBN13: 9781466619883|DOI: 10.4018/978-1-4666-1987-6

Description

Educational games facilitate players’ experiences, meet desired pedagogical objectives, and allow users to engage in learning while enjoying themselves. These educational games also give learners immediate feedback on their actions and decisions, inviting exploration and experimentation.

Student Usability in Educational Software and Games: Improving Experiences explores new models of interaction and human-computer interaction paradigms as applied to learning environments. It focuses on the usability design and evaluation of learning systems and educational game environments. An excellent resource for experts in these fields, this research volume will help professionals, educators, and researchers improve their understanding of student experiences using learning-gaming environments.

Topics Covered

The many academic areas covered in this publication include, but are not limited to:

  • Adaptive Learning Interfaces
  • Computer Supported Collaborative Learning
  • Educational Computer Games
  • Immersive Learning
  • Learning-Gaming Environments
  • Learning-Gaming Systems
  • Mobile Learning and Ubiquitous Learning
  • Student Model Conceptual Frameworks
  • User-Centered Design
  • Virtual Learning Environments

Reviews and Testimonials

González (computer science, U. of La Laguna, Spain) brings together a group of technology, computer science, software engineering, informatics, and other researchers from Europe, Australia, and South America for 17 articles on student usability in the design and evaluation of learning systems and educational game environments. They cover new models of interaction and human-computer interaction paradigms applied to learning environments, to help specialists in human-computer interaction, learning systems, and educational video games improve their understanding of student experiences with new learning-gaming environments and allow researchers and developers to share techniques for design and evaluation. They discuss principles and techniques related to usability, accessibility, and playability in e-learning and educational video games; the study of human factors in serious games, including the power of attraction, trust, and different aspects linked to users' collaboration; and eight case studies of experiences in the design and usability evaluation of educational tools, 3D mobile games, laboratory experiments in computer supported collaborative learning activities, and applications in different contexts or with individuals such as deaf or hospitalized patients.

– Book News Inc. Portland, OR

Written for the instructor or instructional designer considering the implementation of games and simulations into education of any subject, these chapters explain terms in a way that most can understand, while providing sufficient literature review to support the findings and assertions.[...] This work is a valuable addition to any education or academic collection where patrons might be looking for information and guidance on the use of educational software, games, and simulations in their classes.

– Sara Marcus, American Reference Books Annual

[This title] allows the reader to understand how to design and implement educational games in education domains. Student Usability in Educational Software and Games: Improving Experiences is worth reading. Teachers, educators, and researchers who are interested in GBL, DGBL and CSCL can benefit from reading it.

– Professor Pei-Di Shen, Ming Chuan University, Taiwan, and Yi-Chun Chiang, Ming Chuan University, Taiwan, Yi-Fen Chen, Chung Yuan Christian University, Taiwan, and Professor Chia-Wen Tsai, Ming Chuan University, Taiwan

Table of Contents and List of Contributors

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Author(s)/Editor(s) Biography

González González, Carina S. Carina is the head of i-TED research group, and also she was the head of is the head of the Educational Innovation and ICT, the Center of Virtual Teaching and responsible of the virtual campus of the ULL. She has her PhD in Computer Science, specialized in AI and HCI techniques, she did her PhD about the developing of an Intelligent Tutoring System (ITS) to support children with SEN. Her main focus area in research is the application of AI techniques, multimedia adaptive interfaces and social videogames in Education. She developed expert systems using Bayesian networks, CBR and rule based systems and identification trees. Actually she is working on model and evaluation of learning communities in virtual environments of CSCL and 3D games. Also she is the manager of international and national research project in the field of ICT applied to SEN and of online masters courses on 3D and videogames. Also, she has a widely experience in e-learning best practices and LMS systems. Carina has written widely in the field of computer science applied to the educational field.