Serious Game Design and Development: Technologies for Training and Learning

Serious Game Design and Development: Technologies for Training and Learning

Release Date: February, 2010|Copyright: © 2010 |Pages: 382
DOI: 10.4018/978-1-61520-739-8
ISBN13: 9781615207398|ISBN10: 1615207392|EISBN13: 9781615207404
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Description & Coverage
Description:

The increasing use of games in learning has drawn the attention of numerous disciplines within the scientific community now seeking to understand the nature of its effectiveness and guidance for how to best harness its innovative technology power.

Serious Game Design and Development: Technologies for Training and Learning examines high-tech delivery of pedagogical content in a simulated environment that engenders a deeper learning in an entertaining manner. Containing research from international experts, this leading publication within the field bridges the gap between development and science.

Coverage:

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

  • Applications of serious games
  • Designing and developing serious games
  • Educational Game Design
  • Game-based training systems
  • Games in healthcare
  • Kinesthetic interfaces
  • Narrative aids in game design
  • Pervasive health games
  • Usability in software design
Reviews & Statements

Despite the popularity of serious games, however, there are only now beginning to be rigorous attempts to guide application of the technologies, and evaluation of their ability to meet their intended goals. The purpose of this volume is to provide a cross section of the work being done in this burgeoning area.

– Jan Cannon-Bowers & Clint Bowers, University of Central Florida, USA
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Editor/Author Biographies
Jan Cannon-Bowers holds M.A. and Ph.D. degrees in Industrial/ Organizational Psychology from the University of South Florida, Tampa, FL. She recently left her position as the Navy's Senior Scientist for Training Systems to join the School of Film and Digital Media at the University of Central Florida, Orlando, FL as an Associate Professor. As the team leader for Advanced Training Research for the Navy, she was involved in a number of research projects directed toward improving performance in complex environments. These included investigation of training needs and design for multi-operator training systems, tactical decision-making under stress, the impact of technology on learning and performance, training for knowledge-rich environments, human-centered design, human performance modeling and development of knowledge structures underlying higher order skills. At UCF, Dr. Cannon-Bowers is continuing her work in technology-enabled learning and human performance modeling. Her goal is to leverage and transition DoD's sizable investment in modeling, simulation and training to other areas such as entertainment, workforce development and life-long learning and education. To date, she has been awarded several grants to support this work, including a recent award by the National Science Foundation under their Science of Learning Center program. Dr. Cannon-Bowers has been an active researcher, with over 100 publications in scholarly journals, books and technical reports, and numerous professional presentations. She is a Fellow of the Society of Industrial and Organizational Psychology (Division 14 of the American Psychological Association).
Clint Bowers, Ph.D., currently resides on the University of Central Florida’s Psychology Faculty as well as being Co-Director of the RETRO (Research and Emerging Technology Research Organization) Lab at UCF’s Institute for Simulation and Training. Clint’s current research interest is in the use of technology to facilitate teamwork. This takes several forms. The first includes basic research on the nature of effective teamwork and the factors that influence it. A second research thrust involves the training of teams. Clint is especially interested in the use of training technologies and simulation in training team skills. Finally, Clint is interested in the use of technology to assist teams in their day-to-day tasks. This includes research in information visualization, groupware, and other hardware/software systems. Besides his interest in team performance, Clint is also involved in several student projects. These include the use of virtual reality to teach deaf children, the neuropsychology of spatial abilities, and the use of warnings to manage predictable non-compliance.
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Editorial Advisory Board
  • Gil Muniz, Uniformed Services University of the Health Sciences. Bethesda, MD
  • Perry McDowell, Navy Postgraduate School, Monterey, CA
  • Denise Nicholson, ACTIVE Laboratory, UCF, Orlando, FL
  • Ray Perez, Office of Naval Research, Arlington, VA
  • Doug Watley, BreakAway Ltd., Hunt Valley, MD.