Advances in Game-Based Learning (AGBL): 22 Volumes

Advances in Game-Based Learning (AGBL): 22 Volumes

Series Editor(s): Robert D. Tennyson (University of Minnesota, USA)
ISSN: 2327-1825|EISSN: 2327-1833
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Institutions: Print
List Price: $5,465.00


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 Decision-Making Capabilities Improvement With Serious Games
Anacleto Correia (Naval Academy, Portugal), Mário Simões-Marques (Navy Research Center, Portugal)
Copyright © 2023. 430 pages.
How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive rei...
Cases on Historical Thinking and Gamification in Social Studies and Humanities Education
María Martínez-Hita (University of Murcia, Spain), Cosme Jesús Gómez Carrasco (University of Murcia, Spain), Pedro Miralles-Martínez (University of Murcia, Spain)
Copyright © 2022. 338 pages.
Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only just...
Handbook of Research on the Influence and Effectiveness of Gamification in Education
Oscar Bernardes (ISCAP, ISEP, Polytechnic Institute of Porto, Portugal & University of Aveiro, Portugal), Vanessa Amorim (ISCAP, Polytechnic Institute of Porto, Portugal), Antonio Carrizo Moreira (University of Aveiro, Portugal)
Copyright © 2022. 835 pages.
Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues...
Handbook of Research on International Approaches and Practices for Gamifying Mathematics
Cristina A. Huertas-Abril (University of Córdoba, Spain), Elvira Fernández-Ahumada (University of Córdoba, Spain), Natividad Adamuz-Povedano (University of Córdoba, Spain)
Copyright © 2022. 422 pages.
Game-based resources provide opportunities to consolidate and develop a greater knowledge and understanding of both mathematical concepts and numeracy skills, which...
Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills
Irene Rivera-Trigueros (University of Granada, Spain), Abigail López-Alcarria (University of Granada, Spain), Diego-Pablo Ruiz-Padillo (University of Granada, Spain), María Dolores Olvera-Lobo (University of Granada, Spain), José Gutiérrez-Pérez (University of Granada, Spain)
Copyright © 2022. 507 pages.
As new technologies and professional profiles emerge, traditional education paradigms have to be adapted to new scenarios, creating favorable conditions for promotin...
Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
Carol-Ann Lane (University of Toronto, Canada)
Copyright © 2022. 958 pages.
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st cent...
Esports Research and Its Integration in Education
Miles M. Harvey (University of New Mexico, USA), Rick Marlatt (New Mexico State University, USA)
Copyright © 2021. 313 pages.
The world of esports in education is booming, and the field needs empirical studies to help ground much of what is going on in the field. Over the last couple years,...
Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations
Brock R. Dubbels (McMaster University, Canada)
Copyright © 2019. 333 pages.
Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized across various disciplines such...
Design, Motivation, and Frameworks in Game-Based Learning
Wee Hoe Tan (Sultan Idris Education University, Malaysia)
Copyright © 2019. 306 pages.
Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the...
Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments
Gianni Panconesi (Esplica, Italy), Maria Guida (National Institute for Documentation, Innovation, and Educational Research, Italy)
Copyright © 2017. 637 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 (uniMAD, Escola Superior de Media Artes e Design, 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 Z. Zheng (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 (DS Partnership, 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.