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Handbook of Research on Effective Electronic Gaming in Education (3 Volumes)
Edited By: Richard E. Ferdig, Research Center for Educational Technology - Kent State University, USA
Table of Contents:

Section I: A Review of Research on Educational Gaming
Chapter I: A Qualitative Meta-Analysis of Computer Games as Learning Tools

    Fengfeng Ke, University of Albuquerque, USA

Chapter II: Games, Claims, Genres & Learning

    Aroutis N. Foster, Michigan State University, USA
    Punya Mishra, Michigan State University, USA

Chapter III: Massively Multiplayer Online Roleplay Games for Learning

    Sara de Freitas, University of Coventry, UK
    Mark Griffiths, Nottingham Trent University, UK

Chapter IV: An Investigation of Current Online Educational Games

    Yufeng Qian, St. Thomas University, USA

Chapter V: Augmented Reality Gaming in Education for Engaged Learning

    Cathy Cavanaugh, University of Florida, USA

Chapter VI: Mobility, Games, and Education

    Michael A. Evans, Virginia Tech, USA

Chapter VII: Game Interfaces as Bodily Techniques

    David Parisi, New York University, USA

Chapter VIII: A Window on Digital Games Interactions in Home Settings

    Elhanan Gazit, Holon Institute of Technology, Israel

Chapter IX: Enhanced Interaction in Mixed Social Environments

    James Oliverio, University of Florida, USA
    Dennis Beck, University of Florida, USA

Chapter X: Electronic Gaming in Germany as Innovation in Education

    Andreas Breiter, University of Bremen, Germany
    Castulus Kolo, Macromedia University of Applied Sciences, Germany

Section II: Educational Gaming in K-12 or Teacher Education Contexts
Chapter XI: A Guide to Integrating COTS Games in Your Classroom

    Richard Van Eck, University of North Dakota, USA

Chapter XII: Productive Gaming and the Case for Historiographic Game Play

    Shree Durga, University of Wisconsin-Madison, USA
    Kurt Squire, University of Wisconsin-Madison, USA

Chapter XIII: Game-Based Historical Learning

    Erik Malcolm Champion, University of New South Wales, Australia

Chapter XIV: The Role of MMORPGS in Social Studies Education

    Phillip J. VanFossen, Purdue University, USA
    Adam Friedman, Wake Forest University, USA
    Richard Hartshorne, University of North Carolina at Charlotte, USA

Chapter XV: Video Games, Reading, and Transmedial Comprehension

    Brock Dubbels, University of Minnesota, USA

Chapter XVI: COTS Computer Game Effectiveness

    Carol Luckhardt Redfield, St: Mary’s University, USA
    Diane L. Gaither, Southwest Research Institute, USA
    Neil M. Redfield, John Jay Science and Engineering Academy, USA

Chapter XVII: Teacher Gamers Versus Teacher Non-gamers

    Christopher L. James, Russellville City Schools, USA
    Vivan H. Wright, University of Alabama, USA

Chapter XVIII: Using Online Simulation to Engage Users in an Authentic Learning Environment

    Brian Ferry, University of Wollongong, Australia
    Lisa Kervin, University of Wollongong, Australia

Chapter XIX: Preservice Computer Teachers as 3D Educational Game Designers

    Zahide Yildirim, Middle East University, Lebanon
    Eylem Kilic, Middle East University, Lebanon

Chapter XX: Adolescents Teaching Videogame Making – Who is the Expert Here?

    Kathy Sanford, University of Victoria, Canada
    Leanna Madill, University of Victoria, Canada

Section III: Educational Gaming in Other Learning Contexts
Chapter XXI: Online Games as Powerful Food Advertising to Children

    Richard T. Cole, Michigan State University, USA
    Elizabeth Taylor Quilliam, West Virginia University, USA

Chapter XXII: Changing Health Behavior through Games

    Erin Edgerton, Centers for Disease Control and Prevention, USA

Chapter XXIII: An Overview of Using Electronic Games for Health Purposes

    Wei Peng, Michigan State University, USA
    Ming Liu, Michigan State University, USA

Chapter XXIV: Massively Multi-Player Online Role Playing Games MMORPGS and Foreign Language Education

    Yong Zhao, Michigan State University, USA
    Chun Lai, Michigan State University, USA

Chapter XXV: A Videogame, a Chinese Otaku, and Her Deep Learning of a Language

    Kim Feldmesser, University of Brighton, UK

Chapter XXVI: Developing a Serious Game for Police Training

    Ahmed BinSubaih, University of Sheffield
    Steve Maddock, University of Sheffield
    Daniela Romano, University of Sheffield

Chapter XXVII: Game-Based Learning in Design History

    Barbara Martinson, University of Minnesota, USA
    Sauman Chu, University of Minnesota, USA

Chapter XXVIII: A Policy Game in a Virtual World

    Martha Garcia-Murillo, Syracuse University, USA
    Ian MacInnes, Syracuse University, USA

Chapter XXIX: Teaching OOP and COP Technologies via Gaming

    Chong-wei Xu, Kennesaw State University, USA

Chapter XXX: Using Games to Teach Design Patterns and Computer Graphics

    Pollyana Notargiacomo Mustaro, Universidade Presbiteriana Mackenzie
    Luciano Silva, Universidade Presbiteriana Mackenzie
    Ismar Frango Silveira, Universidade Presbiteriana Mackenzie

Chapter XXXI: A 3D Environment for Exploring Algebraic Structure and Behavior

    Paul A. Fishwick, University of Florida, USA
    Yuna A. Park, University of Florida, USA

Chapter XXXII: Surviving the Game

    Linda van Ryneveld, Tshwane University of Technology

Section IV: Educational Gaming Research Tools and Methods
Chapter XXXIII: Wag the Kennel: Games, Frames, and the Problem of Assessment

    David William Shaffer, University of Wisconsin-Madison, USA

Chapter XXXIV: Character Attachment in games as Moderator for Learning

    Melissa L. Lewis, Michigan State University, USA
    René Weber, University of California Santa Barbara, USA

Chapter XXXV: Visual Analysis of Avatars in Gaming Environments

    Joseph C. DiPietro, University of Florida, USA
    Erik W. Black, University of Florida, USA

Chapter XXXVI: Interpreting Gameplay through Existential Ludology

    Matthew Thomas Payne, University of Texas at Austin, USA

Chapter XXXVII: On Choosing Games and What Counts as a “Good” Game

    Katrin Becker, University of Calgary
    James R: Parker, University of Calgary

Chapter XXXVIII: Descriptors of Quality Teachers and Quality Digital Games

    Teddy Moline, University of Alberta

Section V: The Psychological Impact of Educational Gaming
Part 1: Cognition, Learning, Play, and Identity

Chapter XXXIX: Designing a Computational Model of Learning

    David Gibson, CurveShift, Inc.

Chapter XL: Social Psychology and Massively Multiplayer Online Learning Games

    Clint Bowers, University of Central Florida, USA
    Peter A. Smith, University of Central Florida, USA
    Jan Cannon-Bowers, University of Central Florida, USA

Chapter XLI: Evaluating and Managing Cognitive Load in Games

    Slava Kalyuga, University of New South Wales
    Jan L. Plass, New York University, USA

Chapter XLII: Self-Regulated Learning in Video Game Environments

    Nicholas Zap, Simon Fraser University, USA
    Jillianne Code, Simon Fraser University, USA

Chapter XLIII: Self-Educational Effects of Computer Gaming Cultures

    Johannes Fromme, University of Magdeburg
    Benjamin Jõrissen, University of Magdeburg
    Alexander Unger, University of Magdeburg

Chapter XLIV: Experience, cognition and video game play

    Meredith DiPietro, University of Florida, USA

Chapter XLV: Intertextuality in Massively Multiplayer Online Games

    P.G. Schrader, University of Nevada, Las Vegas, USA
    Kimberly A. Lawless, University of Illinois, Chicago, USA
    Michael McCreery, University of Nevada, Las Vegas, USA

Chapter XLVI: Development, Identity, and Game-Based Learning

    Yam San Chee, Nanyang Technological University
    Kenneth Y T Lim, Nanyang Technological University

Chapter XLVII: Play Styles and Learning

    Carrie Heeter, Michigan State University, USA

Chapter XLVIII: Playing Roles in the MMORPG Kingdom of Loathing

    Martin Oliver, University of London

Chapter XLIX: Exploring Personal Myths from the Sims

    Vasa Buraphadeja, University of Florida, USA
    Kara Dawson, University of Florida, USA

Section VI: The Psychological Impact of Educational Gaming
Part 2: Violence, Emotion, Race, Gender, and Culture

Chapter L: Learning Processes and Violent Video Games

    Edward L. Swing, Iowa State University, USA
    Douglas A. Gentile, Iowa State University, USA
    Craig A. Anderson, Iowa State University, USA

Chapter LI: Harnessing the Emotional Potential of Video Games

    Patrick Felicia, University College of Cork
    Ian Pitt, University College of Cork

Chapter LII: Gamers, Gender, and Representation

    Diane Carr, University of London Caroline Pelletier, University of London

Chapter LIII: Gender and Racial Stereotypes in Popular Video Games

    Yi Mou, Michigan State University, USA
    Wei Peng, Michigan State University, USA

Chapter LIV: Can the Subaltern Play and Speak or Just be Played With?

    David J. Leonard, Washington State University, USA

Chapter LV: Culturally Responsive Games and Simulations

    Colleen Swain, University of Florida, USA

Chapter LVI: Saving Worlds with Videogame Activism

    Robert Jones, New York University, USA

Section VII: Educational Game Design
Chapter LVII: Conceptual Play Spaces

    Sasha Barab, Indiana University, USA
    Adam Ingram-Goble, Indiana University, USA
    Scott Warren, University of North Texas, USA

Chapter LVIII: The Design, Play, and Experience Framework

    Brian M. Winn, Michigan State University, USA

Chapter LIX: Revealing New Hidden Curriculum and Pedagogy of Digital Games

    Youngkyun Baek, Korea National University of Education

Chapter LX: Game Design as a Compelling Experience

    Wei Qiu, Michigan State University, USA
    Yong Zhao, Michigan State University, USA

Chapter LXI: Gaming Ethics, Rules, Etiquette and Learning

    Laurie N. Taylor, University of Florida, USA

Chapter LXII: Designing Games-Based Embedded Authentic Learning Experiences

    Penny de Byl, University of Southern Queensland

Chapter LXIII: Bridging Game Development and Instructional Design

    James Belanich, U.S. Army Research Institute for the Behavioral and Social Sciences,
    Karin A. Orvis, Old Dominion University, USA
    Daniel B. Horn, U.S. Army Research Institute for the Behavioral and Social Sciences
    Jennifer L. Solberg, U.S. Army Research Institute for the Behavioral and Social Sciences

Chapter LXIV: GaME Design for Intuitive Concept Knowledge

    Debbie Denise Reese, Wheeling Jesuit University

Chapter LXV: Leveraging the Affordances of an Electronic Game to Meet Instructional Goals

    Yuxin Ma, Uniersity of Louisiana at Lafayette, USA
    Douglas Williams, Uniersity of Louisiana at Lafayette, USA
    Charles Richard, Uniersity of Louisiana at Lafayette, USA
    Louise Prejean, Uniersity of Louisiana at Lafayette, USA

Chapter LXVI: Instructional Game Design Using Cognitive Load Theory

    Wenhao David Huang, University of Illinois Urbana-Champaign, USA
    Tristan Johnson, Florida State University, USA

Chapter LXVII: Motivation, Learning, and Game Design

    Mahboubeh Asgari, Simon Fraser University, USA
    David Kaufman, Simon Fraser University, USA

Chapter LXVIII: Designing Games for Learning

    Scott J. Warren, University of North Texas, USA
    Mary Jo Dondlinger, University of North Texas, USA

Chapter LXIX: Interaction with MMOGs and Implications for E-Learning Design

    Panagiotis Zaharias, University of the Aegean
    Anthony Papargyris, Athens University of Economics and Business

Chapter LXX: Narrative Development and Instructional Design

    Douglas Williams, University of Louisiana-Lafayette, USA
    Yuxin Ma, University of Louisiana-Lafayette, USA
    Charles Richard, University of Louisiana-Lafayette, USA
    Louise Prejean, University of Louisiana-Lafayette, USA

Chapter LXXI: Children as Critics of Educational Computer Games Design by Other Children

    Lloyd P. Rieber, University of Georgia, USA
    Joan M. Davis, University of Washington, USA
    Michael J. Matzko, United States Navy, USA
    Michael M. Grant, University of Memphis, USA

Chapter LXXII: Videogame Creation as a Learning Experience for Teachers and Students

    Leanna Madill, University of Victoria
    Kathy Sanford, University of Victoria

Section VIII: The Future of Educational Gaming
Chapter LXXIII: The Future of Digital Game-Based Learning

    Brian Magerko, Georgia Institute of Technology, USA

Chapter LXXIV: Artists in the Medium

    Kurt Squire, University of Wisconsin-Madison, USA

Chapter LXXV: The Positive Impact Model in Commercial Games

    Rusel DeMaria, DeMaria Studio

Chapter LXXVI: Education and Exploitation off the Virtual Trail to Oregon

    Chad M. Harms, Iowa State University, USA

Section IX: Appendix: Glossary of Terms

Appendix A: An Overview of Gaming Terminology: Chapters I-LXXVI

    Clark Aldrich, SimuLearn, USA
    Joseph C. DiPietro, University of Florida, USA

Section X: Appendix: Selected Readings

Appendix B, Selected Readings: Games and Simulations: A New Approach in Education?

    Göknur Kaplan Akilli, Pennsylvania State University, USA

Appendix C, Selected Readings: Developing Enjoyable Second Language Learning Software Tools: A Computer Game Paradigm

    Chee Siang Ang, City University, UK
    Panayiotis Zaphiris, City University, UK

Appendix D, Selected Readings: Game Mods: Customizable Learning in a K16 Setting

    Elizabeth Fanning, The University of Virginia, USA

Appendix E, Selected Readings: Online Games for 21st Century Skills

    Lisa Galarneau, University of Waikato, New Zealand
    Melanie Zibit, Boston College, USA

Appendix F, Selected Readings: Game-Based Instruction in a College Classroom

    Nancy Sardone, Seton Hall University, USA
    Roberta Devlin-Scherer, Seton Hall University, USA
    Joseph Martinelli, Seton Hall University, USA

Appendix G, Selected Readings: Creative Remixing and Digital Learning: Developing an Online Media Literacy Learning Tool for Girls

    Renee Hobbs, Temple University, USA
    Jonelle Rowe, Department of Health and Human Services, USA

Appendix H, Selected Readings: Learning While Playing: Design Implications for Edutainment Games

    Kalle Jegers, Umeå University, Sweden
    Carlotte Wiberg, Umeå University, Sweden

Appendix I, Selected Readings: Reliving History with “Reliving the Revolution”: Designing Augmented Reality Games to Teach the Critical Thinking of History

    Karen Schrier, MIT, USA

Appendix J, Selected Readings: Insights into the Impact of Social Networks on Evolutionary Games

    Katia Sycara, Carnegie Mellon University, USA
    Paul Scerri, Carnegie Mellon University, USA
    Anton Chechetka, Carnegie Mellon University, USA