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Games and Simulations: A New Approach in Education?

Copyright © 2011. 18 pages.
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DOI: 10.4018/978-1-60960-195-9.ch109
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MLA

Akilli, Göknur Kaplan. "Games and Simulations: A New Approach in Education?." Gaming and Simulations: Concepts, Methodologies, Tools and Applications. IGI Global, 2011. 150-167. Web. 25 Jul. 2014. doi:10.4018/978-1-60960-195-9.ch109

APA

Akilli, G. K. (2011). Games and Simulations: A New Approach in Education?. In I. Management Association (Ed.), Gaming and Simulations: Concepts, Methodologies, Tools and Applications (pp. 150-167). Hershey, PA: Information Science Reference. doi:10.4018/978-1-60960-195-9.ch109

Chicago

Akilli, Göknur Kaplan. "Games and Simulations: A New Approach in Education?." In Gaming and Simulations: Concepts, Methodologies, Tools and Applications, ed. Information Resources Management Association, 150-167 (2011), accessed July 25, 2014. doi:10.4018/978-1-60960-195-9.ch109

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Abstract

Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack of available well-designed research studies about their integration into teaching and learning leaves unanswered questions, despite their more than 30 years of existence in the instructional design movement. Beginning with these issues, this chapter aims to shed light on the definition of games and simulations, their educational use, and some of their effects on learning. Criticisms and new trends in the field of instructional design/development in relation to educational use of games and simulations are briefly reviewed. The chapter intends to provide a brief theoretical framework and a fresh starting point for practitioners in the field who are interested in educational use of games and simulations and their integration into learning environments.
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Introduction

It is unanimously acknowledged that we are living in the information age, taking part in the information society (Bates, 2000; Reigeluth, 1996). What makes these two emerging concepts possible is technology, or rather, the rate of progress that has been achieved in technology over the past 50 or so years (Molenda & Sullivan, 2003). Throughout this period, technology has been both the generator and the transmitter of information with an increasingly faster speed and wider audience each and every day. It now dominates most facets of our lives, penetrating into the conduct of normal daily life.

The field of education is not an exception in the permeation of technology. On the contrary, education has always been considered as potentially one of the most productive breeding-grounds for technology, where it would perhaps find its finest resonances and lead to revolutionary effects. Yet, high expectations regarding the revolutionary impacts of technology on education have hardly been realized so far. More specifically, instructional technology, or the use of technology in educational environments, has not contributed significantly to the realization of these expectations (Molenda & Sullivan, 2003; Russell, 2003). It may be argued that the relative ineffectiveness of instructional technology thus far has been caused by the application of the same old methods in new educational media—“New wine was poured, but only into old bottles” (Cohen & Ball, 1990, p. 334). The inconclusiveness of the research is illustrated by the Clark and Kozma debate, started by Clark’s 1983 statement that media do not influence students’ learning (Clark, 1983). Kozma (1991) counter-argued that learning and media are complementary and that interrelationships of media, method, and external environment have influence on learning. Both of them rationalized their arguments by calling on Russell’s (2003) study on, so called, “no-significant-difference” research. Clark (1983, 1994a, 1994b) uses this phenomenon as evidence for his argument, whereas Kozma (1994) uses this phenomenon as indicative of insufficient evidence for his debate.

Current models and methods of instructional technology are insufficient to meet the consequences of the paradigm shift from industrial age to information age (Bates, 2000; Reigeluth, 1996, 1999). Consequently, instructional designers are faced with the challenge of forcing learning situations to fit an instructional design/development model rather than selecting an appropriate model to fit the needs of varying learning situations (Gustafson & Branch, 1997).

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Complete Chapter List

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Table of Contents
Chapter 1
Dan O’Brien
Digital games are a relatively new tool for educators, who often misunderstand their value for education. This is partly since they perceive many... Sample PDF
A Taxonomy of Educational Games
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Chapter 2
Clark Aldrich, Joseph C. DiPietro
This appendix introduces and defines commonly used terms and phrases from the world of video gaming. It seeks to bridge the gaps between... Sample PDF
An Overview of Gaming Terminology: Chapters I – LXXVI
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Chapter 3
Cathy Cavanaugh
In augmented reality games, game experiences combining electronic game content take the form of narrative materials and game-play elements exchanged... Sample PDF
Augmented Reality Gaming in Education for Engaged Learning
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Chapter 4
Athanassios Jimoyiannis
In this article, the basic characteristics of scientific and educational simulations are discussed. Research findings which support their... Sample PDF
Computer Simulations and Scientific Knowledge Construction
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Chapter 5
Katrin Becker
Serious games are digital games designed for purposes other than pure entertainment. This category includes educational games but it also includes a... Sample PDF
Distinctions Between Games and Learning: A Review of Current Literature on Games in Education
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Chapter 6
David A. Guralnick, Christine Levy
Learn-by-doing simulations can provide tremendously effective learning. This chapter examines previous and current work in the area of educational... Sample PDF
Educational Simulations: Learning from the Past and Ensuring Success in the Future
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Chapter 7
Khulood Abu Maria, Raed Abu Zitar
Artificial emotions play an important role at the control level of agent architectures: emotion may lead to reactive or deliberative behaviors, it... Sample PDF
Emotional Agent Modeling (EMAM)
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Chapter 8
Elizabeth Fanning
A game mod describes a modification within an existing commercial, computer-based game that has been created by a user. By game modding, a user can... Sample PDF
Game Mods: Customizable Learning in a K16 Setting
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Chapter 9
Göknur Kaplan Akilli
Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack... Sample PDF
Games and Simulations: A New Approach in Education?
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Chapter 10
Louise Sauvé, Lise Renaud, David Kaufman
The authors of this chapter carried out a systematic review of the literature from 1998 to 2008 with the goal of developing conceptual definitions... Sample PDF
Games, Simulations, and Simulation Games for Learning: Definitions and Distinctions
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Chapter 11
Gaming in Adult Education  (pages 194-213)
Lesley S. J. Farmer
Egames have drawn attention in adult education, particularly as the majority of adults play egames. Adult education is increasingly incorporating... Sample PDF
Gaming in Adult Education
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Chapter 12
Michael A. Evans
This chapter proposes that the convergence of mobile devices and digital game-based learning may have profound implications for educational... Sample PDF
Mobility, Games, and Education
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Chapter 13
Youngkyun Baek
The scope of learning with games is determined by their genre, characteristics and scenarios, or content. Therefore, the frame of a game containing... Sample PDF
Principles of Educational Digital Game Structure for Classroom Settings
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Chapter 14
Angela Piu
The chapter presents the educational perspective within which the simulation games for learning mathematics are presented, as well as a number of... Sample PDF
Simulation Games for the Learning and Teaching of Mathematics
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Chapter 15
Alke Martens
Simulation has always been about learning. For being able to simulate something, a model of a system must be developed. Thus, the perspective of... Sample PDF
Simulation in Teaching and Training
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Chapter 16
Michael N. DeMers
Worldwide, educators are experimenting with the myriad possibilities that Second Life and other multi-user virtual environments (MUVEs) provide for... Sample PDF
Subject Matter Content Creation for Second Life Delivery: Teaching GIS in Second Life
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Chapter 17
Colin Price
The power of computer game technology is currently being harnessed to produce “serious games”. These “games” are targeted at the education and... Sample PDF
The Path between Pedagogy and Technology: Establishing a Theoretical Basis for the Development of Educational Game Environments
$37.50
Chapter 18
Pedro Morillo, Juan Manuel Orduña, Marcos Fernandez
Networked virtual environments (NVEs) have become a major trend in distributed computing, mainly due to the enormous popularity of multi-player... Sample PDF
The Quality of Service Issue in Virtual Environments
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Chapter 19
Video Games Revisited  (pages 306-325)
Patricia M. Greenfield
When Greenfield wrote her chapter on video games in her 1994 landmark book Mind and Media, video games were played primarily in arcades, and popular... Sample PDF
Video Games Revisited
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Chapter 20
Ricardo Simões
Computer-aided design/computer-aided engineering (CAD/CAE) tools are a valuable resource in today’s product development process. Among other... Sample PDF
Virtual Modeling and Prototyping in Collaborative Product Design
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Chapter 21
Elizabeth S. Furtado, Vasco Furtado
In this article we propose a multi-disciplinary strategy for identifying affective usability design aspects in educational geosimulation systems. It... Sample PDF
A Multi-Disciplinary Strategy for Identifying Affective Usability Aspects in Educational Geosimulation Systems
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Chapter 22
Kay Kyeongju Seo, Aimee Byk, Chris Collins
How can one bring cognitive apprenticeship into the virtual world? This chapter addresses how to construct a 3D online digital environment that... Sample PDF
Cognitive Apprenticeship Inspired Simulations
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Chapter 23
Celina Byers
The desired outcome of instructional game design is to combine the powerful attraction of games and the proven effectiveness of instructional system... Sample PDF
Combining Instructional Design and Game Design
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Chapter 24
Emma Nicol
Simulation and game-based learning are powerful modes of learning that are used in many fields including subjects as diverse as medicine and... Sample PDF
Communicability in Educational Simulations
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Chapter 25
Brian Bauer
This chapter centers on a publically traded Fortune 500 Pharmaceutical company based in the United States. With over 100,000 employees spread across... Sample PDF
Considerations and Methodology for Designing a Virtual World: Solution for a Large Corporation
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Chapter 26
Amy B. Adcock, Ginger S. Watson, Gary R. Morrison, Lee A. Belfore
Serious games are, at their core, exploratory learning environments designed around the pedagogy and constraints associated with specific knowledge... Sample PDF
Effective Knowledge Development in Game-Based Learning Environments: Considering Research in Cognitive Processes and Simulation Design
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Chapter 27
Andreas Breiter, Castulus Kolo
Electronic gaming in education remains a theoretical or at best marginal issue as long as it is not adopted in general educational settings. The... Sample PDF
Electronic Gaming in Germany as Innovation in Education
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Chapter 28
Xin Bai, John B. Black
A cognitive framework called REflective Agent Learning environment (REAL) is developed in this study. REAL is a reusable framework that allows... Sample PDF
Enhancing Intelligent Tutoring Systems with the Agent Paradigm
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Chapter 29
Cesare Fregola
The aim of this chapter is to provide some indications on the background of our research regarding the use of simulation games for learning geometry... Sample PDF
Epistemological Framework and Mathematical Learning
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Chapter 30
Debbie Denise Reese
Game-based, metaphor-enhanced (GaME) design is a process for engineering instructional games to prepare learners with the prior knowledge they need... Sample PDF
GaME Design for Intuitive Concept Knowledge
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Chapter 31
Aroutis N. Foster, Punya Mishra
We offer a framework for conducting research on games for learning. Building on a survey of the literature on games, we suggest a categorization... Sample PDF
Games, Claims, Genres, and Learning
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Chapter 32
Habib Mir M. Hosseini, Keck Voon Ling, Bing Duan
Online learning environments provide the students access to the course content at any time and from anywhere. Most of the existing e-Learning... Sample PDF
Learning Object Model for Online Laboratories
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Chapter 33
Mahboubeh Asgari, David Kaufman
While there are thousands of educational computer and video games in the market today, few are as engaging and compelling as entertainment games.... Sample PDF
Motivation, Learning, and Game Design
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Chapter 34
Collin B. Price, Miss J.S. Moore
Computer game technology is poised to make a significant impact on the way our youngsters will learn. Our youngsters are ‘Digital Natives’, immersed... Sample PDF
The Design and Development of Educational Immersive Environments: From Theory to Classroom Deployment
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Chapter 35
Luis Alfredo Harriss Maranesi, Katia Tannous
Nowadays, the world witnesses a large technological revolution which has brought new information distribution forms, interpretation and storage.... Sample PDF
Real Time Interface for Fluidized Bed Reactor Simulator
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Chapter 36
Donguk Cheong, Bokyeong Kim
A computer simulation for improving teaching is expected to remove the potential negative effects on real students while creating an environment... Sample PDF
A Simulation for Improving Teachers’ Motivational Skills
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Chapter 37
Bilalis Nicolaos, Petousis Markos
A virtual reality machine shop environment has been developed capable of simulating the operation of a three axis milling machine and it has been... Sample PDF
A Virtual Environment for Machining Operations Simulation and Machining Evaluation
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Chapter 38
Jiyou Jia
Computer Simulation in Educational Communication (CSIEC), is not only an intelligent Web-based human-computer dialogue system with natural language... Sample PDF
An Intelligent Web-Based Human-Computer Interaction System with Natural Language CSIEC and its Integration into English Instruction
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Chapter 39
Kaihsu Tai, Mark Sansom
BioSimGrid is a distributed biomolecular simulation database. It is a general-purpose database for trajectories from molecular dynamics simulations.... Sample PDF
BioSimGrid Biomolecular Simulation Database
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Chapter 40
Teresa Franklin, David Chelberg, Chang Liu
Virtual environments are a topic of discussion for many in the business and commerce fields. However, K-12 school systems have been slow to embrace... Sample PDF
Changing Middle School Science through STEAM
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Chapter 41
Elisabeth André
Embodied conversational agents may take on a diversity of roles in learning and advisory scenarios including virtual teachers, advisors, learning... Sample PDF
Design and Evaluation of Embodied Conversational Agents for Educational and Advisory Software
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Chapter 42
Sara Dexter
The new technology-enhanced conception of assessment stands in contrast to the traditional view of assessments as tests of a learner’s ability to... Sample PDF
Design Principles for Interactive Learning Environments with Embedded Formative Assessments
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Chapter 43
Charlynn Miller, Mark J. W. Lee, Luke Rogers, Grant Meredith, Blake Peck
This chapter focuses specifically on the use of three-dimensional multi-user virtual environments (3D MUVEs) for simulation-based teaching and... Sample PDF
Enhancing Tertiary Healthcare Education through 3D MUVE-Based Simulations
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Chapter 44
Maxim Kolesnikov, Arnold D. Steinberg, Miloš Žefran
This chapter describes the haptic dental simulator developed at the University of Illinois at Chicago. It explores its use and advantages as an... Sample PDF
Haptic-Based Virtual Reality Dental Simulator as an Educational Tool
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Chapter 45
Penny deByl
Three-dimensional virtual learning environments provide students with pedagogic experiences beyond traditional two-dimensional textbook and Web page... Sample PDF
Hybrid 2D/3D Development of Interactive Simulations
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Chapter 46
Shalin Hai-Jew
Information and visualization imagery conveys data for more effective learning and comprehension, memory retention; analytic tractability;... Sample PDF
Information and Visualization Imagery
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Chapter 47
Sara de Freitas, Mark Griffiths
This chapter explores whether massively multiplayer online role-play games (MMORPGs) can be used effectively to support learning and training... Sample PDF
Massively Multiplayer Online Role-Play Games for Learning
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Chapter 48
Dolores A. Steinman, David A. Steinman
In the following chapter, the authors will discuss the development of medical imaging and, through specific case studies, its application in... Sample PDF
Modelling and Simulation in Biomedical Research
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Chapter 49
Jordi Vallverdú, David Casacuberta
During the previous stage of our research we developed a computer simulation (called ‘The Panic Room’ or, more simply, ‘TPR’) dealing with synthetic... Sample PDF
Modelling Hardwired Synthetic Emotions: TPR 2.0
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Chapter 50
Daniel Livingstone, Jeremy Kemp, Edmund Edgar, Chris Surridge, Peter Bloomfield
Alongside the growth of interest in Games-Based Learning, there has been a notable explosion of interest in the use of 3D graphical multi-user... Sample PDF
Multi-User Virtual Environments for Learning Meet Learning Management
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Chapter 51
Robert McLaughlan, Denise Kirkpatrick
Decision-making processes in relation to complex natural resources require recognition and accommodation of diverse and competing perspectives in a... Sample PDF
Online Role-Based Learning Designs for Teaching Complex Decision Making
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Chapter 52
Evon M. O. Abu-Taieh, Jeihan M.O. Abutayeh
This paper investigates over 50 simulation packages and simulators used in vocational and course training in many fields. Accordingly, the 50... Sample PDF
Simulation Environments as Vocational and Training Tools
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Chapter 53
Shu-Heng Chen, Chung-Ching Tai, Tzai-Der Wang, Shu G. Wang
In this chapter, we will present agent-based simulations as well as human experiments in double auction markets. Our idea is to investigate the... Sample PDF
Social Simulation with Both Human Agents and Software Agents: An Investigation into the Impact of Cognitive Capacity on Their Learning Behavior
$37.50
Chapter 54
Zhao Lu, Jing Sun
As an innovative sparse kernel modeling method, support vector regression (SVR) has been regarded as the state-of-the-art technique for regression... Sample PDF
Soft-Constrained Linear Programming Support Vector Regression for Nonlinear Black-Box Systems Identification
$37.50
Chapter 55
Christos J Bouras, Vassilis Poulopoulos, Vassilis Tsogkas
Squeak Etoys is a free software program and media-rich authoring system with a user-friendly visual interface. The software is designed to help six... Sample PDF
Squeak Etoys: Interactive and Collaborative Learning Environments
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Chapter 56
Martha Garcia-Murillo, Ian MacInnes
Advances in computing and telecommunications make it possible to take advantage of immersive electronic environments to deliver content. In this... Sample PDF
A Policy Game in a Virtual World
$37.50
Chapter 57
Ken Hudson
Virtual worlds hold enormous promise for corporate education and training. From distributed collaboration that facilitates participation at a... Sample PDF
Applied Training in Virtual Environments
$37.50
Chapter 58
Masanori Goka, Kazuhiro Ohkura
Artificial evolution has been considered as a promising approach for coordinating the controller of an autonomous mobile robot. However, it is not... Sample PDF
Autonomous Specialization in a Multi-Robot System using Evolving Neural Networks
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Chapter 59
Brian Ferry, Lisa Kervin, Lisa Carrington
This chapter presents one approach to educator development through games and simulations. The goal of the authors’ project was to enhance... Sample PDF
ClassSim: An Approach to Educator Development Through a Simulation
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Chapter 60
Renee Hobbs, Jonelle Rowe
This chapter explores how media literacy education may continue to be responsive and relevant to the continually changing nature of popular culture... Sample PDF
Creative Remixing and Digital Learning: Developing an Online Media Literacy Learning Tool for Girls
$37.50
Chapter 61
Douglas L. Holton, Amit Verma
Over the past decade, our research group has uncovered more evidence about the difficulties undergraduate students have understanding electrical... Sample PDF
Designing Animated Simulations and Web-Based Assessments to Improve Electrical Engineering Education
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Chapter 62
Veljko Potkonjak, Miomir Vukobratovic, Kalman Babkovic, Branislav Borovac
This chapter relates biomechanics to robotics. The mathematical models are derived to cover the kinematics and dynamics of virtually any motion of a... Sample PDF
Dynamics and Simulation of General Human and Humanoid Motion in Sports
$37.50
Chapter 63
Educational Gaming Avatars  (pages 1023-1032)
Colette Wanless-Sobel
Avatar (abbreviated Av) in online educational gaming refers to a virtual self or agent who, immersed in a real-time distributed, synthetic... Sample PDF
Educational Gaming Avatars
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Chapter 64
David Parisi
This chapter discusses the way that new video game interfaces such as those employed by Guitar Hero™, Dance Dance Revolution, and the Nintendo Wii™... Sample PDF
Game Interfaces as Bodily Techniques
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Chapter 65
Daniel Burgos, Christof van Nimwegen
Serious games are suitable for learning. They are a good environment for improving the learning experience. As a key part of this setting, feedback... Sample PDF
Games-Based Learning, Destination Feedback and Adaptation: A Case Study of an Educational Planning Simulation
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Chapter 66
Bradley Vender, Otto Borchert, Ben Dischinger, Guy Hokanson, Phillip McClean, Brian M. Slator
One of the World Wide Web Instructional Committee (WWWIC) at North Dakota State University’s (NDSU) long running projects is the Virtual Cell, a... Sample PDF
JavaMOO Virtual Cells for Science Learning
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Chapter 67
Putai Jin
The literature on using serious games for learning has been growing exponentially during the last decade. It is time to examine some methodological... Sample PDF
Methodological Considerations in Educational Research Using Serious Games
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Chapter 68
Christos J Bouras, Eri Giannaka, Thrasyvoulos Tsiatsos
The inherent need of humans to communicate acted as the moving force for the formation, expansion and wide adoption of the Internet. The need for... Sample PDF
Networked Virtual Environments
$37.50
Chapter 69
Juergen Perl
Processes in sport like motions or games are influenced by communication, interaction, adaptation, and spontaneous decisions. Therefore, on the one... Sample PDF
Neural Network-Based Process Analysis in Sport
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Chapter 70
Shree Durga, Kurt Squire
This chapter examines the potential of video games as a learning tool given their productive capacity for content creation and dissemination. Based... Sample PDF
Productive Gaming and the Case for Historiographic Game-Play
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Chapter 71
Vasco Furtado, Adriano Melo, André L.V. Coelho, Ronaldo Menezes, Mairon Belchior
Experience in the domain of criminology has shown that the spatial distribution of some types of crimes in urban centers follows Zipf’s Law in which... Sample PDF
Simulating Crime Against Properties Using Swarm Intelligence and Social Networks
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Chapter 72
Hanqiu Sun, Hui Chen
Virtual Reality applications strive to simulate real or imaginary scenes with which users can interact and perceive the effects of their actions in... Sample PDF
Soft-Touch Haptics Modeling of Dynamic Surfaces
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Chapter 73
Petros Karadimas
This chapter studies a composite stochastic model, in which the diffuse component arises from three dimensional (3-D) multipath scattering. That... Sample PDF
Stochastic Modeling of Narrowband Fading Channels with Three Dimensional Diffuse Scattering
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Chapter 74
M. Martínez-Zarzuela, F. J. Díaz Pernas, D. González Ortega, J. F. Díez Higuera, M. Antón Rodríguez
An Artificial Neural Network (ANN) is a computational structure inspired by the study of biological neural processing. Although neurons are... Sample PDF
Stream Processing of a Neural Classifier I
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Chapter 75
Hamid Reza Karimi
An exponential H8 synchronization method is addressed for a class of uncertain master and slave neural networks with mixed time-delays, where the... Sample PDF
Synchronization of Uncertain Neural Networks with H8 Performance and Mixed Time-Delays
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Chapter 76
Muhammet Demirbilek
Playing game is the basic nature of human beings. Though the concept of learning through game is not a new one, it is generally acknowledged that... Sample PDF
The Use of Electronic Games in Distance Learning as a Tool for Teaching and Learning
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Chapter 77
Johannes Fromme, Benjamin Jörissen, Alexander Unger
The goal of this chapter is to emphasize a certain notion of self-induced education, to discuss it in the context of digital games and to provide... Sample PDF
(Self-) Educational Effects of Computer Gaming Cultures
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Chapter 78
Dr. Michele D. Estes, Mr. Randell Snow
This chapter will explore conditions for meaningful adult learning and explain how virtual environments and in-world simulations enable or... Sample PDF
Adult Learning and Virtual Worlds Simulations
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Chapter 79
Zhuo Li, Feng Liu, Jeff Boyer
The purpose of this chapter is to investigate the present use of e-gaming in language acquisition along with its potential and challenges. We review... Sample PDF
Amusing Minds for Joyful Learning through E-Gaming
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Chapter 80
Colleen Swain
Electronic games and simulations are powerful learning tools for many learners; yet, the learning environments in these games and simulations... Sample PDF
Culturally Responsive Games and Simulations
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Chapter 81
K. A. Barrett, W. Lewis Johnson
This chapter will focus on the instructional design process used to create Alelo’s language and culture training programs. The objective of the... Sample PDF
Developing Serious Games for Learning Language-in-Culture
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Chapter 82
Giovanni Vincenti
Fear of flying is a common problem that many people have to face. As varied as the causes may be, all kinds of fears have many aspects in common.... Sample PDF
Fear of Flying and Virtual Environments: An Introductory Review
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Chapter 83
Jae Yeob Jung, Hyung Sung Park
The purpose of this chapter is to explore how learning, by making games, can provide opportunities for higher-order thinking such as problem... Sample PDF
Learning by Doing via Game Making
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Chapter 84
Robert D. Tennyson
Improving learning in a global environment is major goal for advanced technology growth. Web-based instructional systems offer learners simultaneous... Sample PDF
Simulation Technologies in Global Leaning
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Chapter 85
Norman Pendegraft
The rapid change in information technology presents several problems to IS educators and trainers. In particular, the number of concepts that must... Sample PDF
Simulation, Games, and Virtual Environments in IT Education
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Chapter 86
Paul Peachey
As you read this text you perform an activity. Activity is literally everything we do and yet we are unaware of most of our operations. In this... Sample PDF
The Application of ‘Activity Theory’ in the Design of Educational Simulation Games
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Chapter 87
Kevin Kee, Tamara Vaughan, Shawn Graham
As gaming technology for personal computers has advanced over the last two decades, the text-adventures that predominated in the 1980s ceased to be... Sample PDF
The Haunted School on Horror Hill: A Case Study of Interactive Fiction in an Elementary Classroom
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Chapter 88
Jim Bizzocchi
This chapter examines the relationship of story, interaction, and learning through a close view of the role of narrative in two SAGE for Learning... Sample PDF
The Role of Narrative in Educational Games and Simulations
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Chapter 89
Karen Schrier, Charles K. Kinzer
Teacher education that emphasizes the understanding and assessment of ethics can support the creation of an ethically aware and critically engaged... Sample PDF
Using Digital Games to Develop Ethical Teachers
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Chapter 90
Brian Ferry, Lisa Kervin
This chapter describes how we used an authentic learning framework (Herrington & Oliver, 2000) to inform the design of an online simulation that... Sample PDF
Using Online Simulation to Engage Users in an Authentic Learning Environment
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Chapter 91
Torbjörn Alm, Jens Alfredson, Kjell Ohlsson
The automotive industry is facing economic and technical challenges. The economic situation calls for more efficient processes, not only production... Sample PDF
Business Process Reengineering in the Automotive Area by Simulator-Based Design
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Chapter 92
Robert D. Tennyson, Robert L. Jorczak
Impressed by the motivation and effort displayed by players of complex and highly interactive electronic games, psychological researchers seek to... Sample PDF
Electronic Games Improve Adult Learning in Diverse Populations
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Chapter 93
Luigi Proserpio, Massimo Magni, Bernardino Provera
Interview with Anthony Davidson, SuperAguri F1 GP Driver (autosport.com, March 2, 2007): Q: Can you actually learn anything from the [F1 videogame]... Sample PDF
Managerial Computer Business Games
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Chapter 94
Scott Gallagher, David Cavazos, Steven Harper
Simulations can be powerful tools in helping students learn about strategic management. This chapter discusses the value of simulations in helping... Sample PDF
Modifying Popular Board Games to Illustrate Complex Strategic Concepts: A Comparison With a Professional Computer Simulation
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Chapter 95
Luis Antunes, Ana Respício, João Balsa, Helder Coelho
Public policies are concerned with the definition of guidelines that promote the achievement of specific goals by a society/community of citizens.... Sample PDF
Policy Decision Support Through Social Simulation
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Chapter 96
Oluwole Alfred Olatunji, William David Sher
Effective processes in facilities management are responsive to the quality of information flow across various levels and stages of design... Sample PDF
The Applications of Building Information Modelling in Facilities Management
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Chapter 97
Mohamed Marzouk
Construction operations are performed under different working conditions including (but not limited to) unexpected weather conditions, equipment... Sample PDF
The State of Computer Simulation Applications in Construction
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Chapter 98
K. A. Barrett, W. Lewis Johnson
The Alelo language and culture game-based training has been successfully applied in the K-16 education, government, and military sectors. With... Sample PDF
Virtual Environments and Serious Games: Teaching Cross-cultural Communication Skills
$37.50
Chapter 99
Hamed F. Manesh, Dirk Schaefer
Since the advent of globalization, the manufacturing industry has been subject to continuous pressure of competition. Products have to be developed... Sample PDF
Virtual Learning Environments for Manufacturing
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Chapter 100
Fengfeng Ke
Drawing on grounded theory approach and a qualitative meta-analysis, this chapter intends to systematically review and synthesize the theories... Sample PDF
A Qualitative Meta-Analysis of Computer Games as Learning Tools
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Chapter 101
Yufeng Qian
Electronic games are becoming an important part of many American children’s life today. Electronic educational gaming, as a new instructional... Sample PDF
An Investigation of Current Online Educational Games
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Chapter 102
Shalin Hai-Jew
The influence of immersive gaming and simulations on e-learning cannot be understated. While there has been some successful harnessing of... Sample PDF
Building Interactive and Immersive Imagery
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Chapter 103
Miguel A. Garcia-Ruiz, Jayshiro Tashiro, Bill Kapralos, Miguel Vargas Martin
In this chapter, the authors examine different types of serious games for healthcare education and pose some hard questions about what they know and... Sample PDF
Crouching Tangents, Hidden Danger: Assessing Development of Dangerous Misconceptions within Serious Games for Healthcare Education
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Chapter 104
Vasa Buraphadeja, Kara Dawson
Many game scholars claim that the emergent authorship opportunities provided within The Sims may lead to positive game play outcomes. This study... Sample PDF
Exploring Personal Myths from The Sims
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Chapter 105
Thomas Connolly, Mark Stansfield
The emergence of the Internet has had a significant impact on higher education where we have seen elearning evolve from a marginal form of education... Sample PDF
From E-Learning to Games-Based E-Learning
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Chapter 106
Nancy Sardone, Roberta Devlin-Scherer, Joseph Martinelli
The last 20 years have brought an increase of computers into educational and home environments, generating an explosion of available educational... Sample PDF
Game-Based Instruction in a College Classroom
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Chapter 107
Renae Low, Putai Jin, John Sweller
Taking advantage of the rapid evolution of educational technology, simulations and games have been embodied in a variety of teaching and learning... Sample PDF
Learners’ Cognitive Load When Using Educational Technology
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Chapter 108
Edward L. Swing, Douglas A. Gentile, Craig A. Anderson
Though video games can produce desirable learning outcomes, such as improved performance in school subjects, they also can produce undesirable... Sample PDF
Learning Processes and Violent Video Games
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Chapter 109
Dennis Charsky
This chapter will make a connection between game genres, game characteristics, and constructivist teaching structures. Constructivist teaching... Sample PDF
Making a Connection: Game Genres, Game Characteristics, and Teaching Structures
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Chapter 110
Shalin Hai-Jew
The growing popularization of immersive virtual spaces and simulations has enhanced the ability to “model” various environments, scenarios... Sample PDF
Mitigating Negative Learning in Immersive Spaces and Simulations
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Chapter 111
Lisa Galarneau, Melanie Zibit
20th century visionaries foresaw that mastery of the dynamic processes underpinning the acquisition and manipulation of knowledge would be critical... Sample PDF
Online Games for 21st Century Skills
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Chapter 112
Shalin Hai-Jew
In their evolution, virtual worlds have become more persistent. Their three-dimensional (3D) objects are more easily ported and interoperable... Sample PDF
Capitalizing on Immersive Persistence as an Emergent Design Concept (A Position Paper)
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Chapter 113
Elisabeth E. Bennett
Sophisticated uses of Information and Communication Technology (ICT) have enabled informal learning in simulated and virtual environments. This... Sample PDF
Informal Adult Learning in Simulated and Virtual Environments
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Chapter 114
Richard M. Adler
Current knowledge capture and retention techniques tend to codify “what-is” and “who knows” more effectively than “how-to”. Unfortunately, “how-to”... Sample PDF
Knowledge Engines for Critical Decision Support
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Chapter 115
Angelene McLaren
Language teachers and students are making a mass exodus in theory and practice in the field of secondlanguage instruction. They are leaving behind... Sample PDF
Language Simulations for Fostering Language Acquisition and Communicative Competence in Adult Second-Language Learners
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Chapter 116
Nancy Sardone, Roberta Devlin-Scherer
Today’s middle school students represent a generation growing up where digital tools abound and where using them for home and school is the norm.... Sample PDF
Multi-User Virtual Learning Environments in Education
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Chapter 117
Andrew Kuznetsov
Biologists have used a reductionist approach to investigate the essence of life. In the last years, scientific disciplines have merged with the aim... Sample PDF
Synthetic Biology as a Proof of Systems Biology
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Chapter 118
Brian Magerko
This chapter discusses the potential future of games for learning through the lens of current advantages of real-world education that are thus far... Sample PDF
The Future of Digital Game-Based Learning
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Chapter 119
Helyn Gould, Michael Hughes, Paul Maharg, Emma Nicol
Game-based learning and simulation is a powerful mode of learning, used by industries as diverse as aviation and health sciences. While there are... Sample PDF
The Narrative Event Diagram: A Tool for Designing Professional Simulations
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Chapter 120
Hideyuki Nakanishi, Toru Ishida, Satoshi Koizumi
Many research projects have studied various aspects of smart environments including smart rooms, home, and offices. Few projects, however, have... Sample PDF
Virtual Cities for Simulating Smart Urban Public Spaces
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