|Total results: 95||
|Psychology, Pedagogy, and Assessment in Serious Games
Thomas M. Connolly, Thomas Hainey, Elizabeth Boyle, Gavin Baxter, Pablo Moreno-Ger.
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 have emerged as an effective tool for the purpose of learning, skill acquisition, and training.
Psychology, Pedagogy, and Assessment in...
Gamification for Human Factors Integration: Social, Education, and Psychological Issues
With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming...
Cases on the Societal Effects of Persuasive Games
Like all other forms of modern media, video games impact society and human behavior in often surprising ways. Understanding the growing effect of digital entertainment on twenty-first century culture is critical to anticipating the future of social interactions.
Cases on the Societal Effects of...
Serious Games for Healthcare: Applications and Implications
Sylvester Arnab, Ian Dunwell, Kurt Debattista.
With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated...
Student Usability in Educational Software and Games: Improving Experiences
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...
Cases on Digital Game-Based Learning: Methods, Models, and Strategies
Youngkyun Baek, Nicola Whitton.
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at...
New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration
Sara de Freitas, Michela Ott, Maria Magdalena Popescu, Ioana Stanescu.
Digital games continue to enable innovative learning in the classroom, however, its implementation into the educational system requires a fundamental approach to achieve its greatest level of effectiveness. New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration addresses the major...
“Come Fly with Us”: Playing with Girlhood in the World of Pixie Hollow
Pixie Hollow provides a series of useful, accessible examples for discussing gender, the mechanics of community building, and the interconnections between technological fluency and community norms. This game also provides an opportunity to talk about literacy as a fundamentally social act. Also, the...
Using MMORPGs in Classrooms: Stories vs. Teachers as Sources of Motivation
This case deals with the problem of decision making in allocating resources during an educational game-development process. In educational games, unlike commercial games, there is an added focus on creating learning content, shifting the balance between learning and fun to a degree where essential game...
Are Wii Having Fun Yet?
Christina Badman, Matthew DeNote.
Today’s students live and thrive in a digital environment, and educators need to help them succeed in the present, as well as their impossible to predict future. Using elements of gaming in the classroom, the authors of this case have provided their students with a challenging and engaging classroom...
Medicina: Methods, Models, Strategies
Amanda Müller, Gregory Mathews.
The School of Nursing & Midwifery at Flinders University provides dedicated support for the English language needs of over 500 international students. As part of a strategic plan to deal with communication difficulties among these students, a series of language-learning initiatives are being...
Strategies for Effective Digital Games Development and Implementation
T. Lim, S. Louchart, N. Suttie, J.M. Ritchie, R.S. Aylett, I. A. Stanescu, I. Roceanu, I. Martinez-Ortiz, P. Moreno-Ger.
Digital technologies have increased the pace of knowledge creation, sharing, and the way in which learning is being undertaken. This chapter considers how Serious Games (SGs) as a digital technology endeavours to support effective lifelong learning. Three fundamental characteristics of the SG...
Get Your Head in the Game: Digital Game-Based Learning with Game Maker
This chapter discusses the development and implementation of an introductory programming unit within a seventh grade technology education course. The goal of this unit was to introduce the concepts of programming to middle school students in a way that was accessible and unintimidating. Digital games...
Game-Making in a Fourth Grade Art Classroom Using Gamestar Mechanic
Making a game can be a creative act for students—much like writing a novel, making artwork, or designing a science experiment, it is a way to “play” with ideas. Game making is a creative and iterative process, and it may help students develop the ability to think non-linearly, create and understand...
Using Game Design as a Means to Make Computer Science Accessible to Adolescents
In this case, the author discusses using game design and community-building as methods for increasing interest and knowledge of computer science for students from underrepresented populations. Students in a six-week Upward Bound Math and Science (UBMS) summer program learned game design alongside...
3D GameLab: Quest-Based Pre-Service Teacher Education
Games and gaming constructs have emerged as a tantalizing and often provocative tool for instructional delivery. Methods and pedagogy for effectively employing games, like quest-based learning, as educational tools are developing. This chapter explores the use of game-based pedagogy for a pre-service...
Preparing Pre-Service Teachers for Game-Based Learning in Schools
This chapter describes the pre-service teacher’s preparation of teaching consumption education to middle school students when using Farmville, a social network-based game. Consumption education is a complex topic, involving principals such as consumers, producers, governments, etc., as well as related...