Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches: Multidisciplinary Approaches

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Felicia, Patrick
IGI Global, Apr 30, 2011 - Education - 1462 pages
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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 natives.” This new breed of learners uses computers on a regular basis, plays video games frequently and is often driven by emotionally-charged material.

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches provides relevant theoretical frameworks and the latest empirical research findings on game-based learning. It is written for professionals, such as students, teachers, developers or managers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology, and game design.

 

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Contents

Foreword
xxxv
Preface
xxxviii
Acknowledgment
xlix
Research Review
1
The Use of Computer Games in Education
29
European Schoolnet1s Games in Schools Study
51
Learning with Video Games
74
A First Step towards Integrating Educational Theory and Game Design
98
GameBased Learning
583
As You Like It
606
Engaging the UnEngageable
633
A Reference Architecture for GameBased Intelligent Tutoring
658
Effective Game use in Neurorehabilitation
683
Serious Linguistic Games as Intelligent Tutoring Systems
726
Motivating the Demotivated Classroom
759
Field Report
777

Classifying Serious Games
118
GameBased Learning Design Patterns
137
Id Rather Be Playing Calculus
153
Game Literacy
176
Unifying Instructional and Game Design
192
A Theoretical Background for Educational Video Games
215
ARGuing for Multilingual Motivation in Web 20
240
Computer Games for Affective Learning
261
Motivating By Design
283
Assessing Engagement in Serious Educational Games
310
Games that Motivate to Learn
330
Theories of Motivation for Adults Learning with Games
352
Collaborative Learning in Massively Multiplayer Online Games
370
How Digital Gaming Enhances NonFormal and Informal Learning
395
Understanding Serious Gaming
413
Using Spatial Audio in Game Technology for Expressing Mathematical Problems to Blind Students
431
Mobile Gaming Environment
467
Affective Gaming in Education Training and Therapy
482
Gestural Motivation Learning and Evaluation using Interactive Game Design
512
Hints for Improving Motivation in GameBased Learning Environments
530
Exploring the Gender Differences of Student Teachers when using an Educational Game to Learn Programming Concepts
550
Designing Games to Motivate Student Cohorts through Targeted Game Genre Selection
567
Students Using Indigenous Knowledge in Video Game Creation to Develop Design Thinking Skills
806
Integration of Educational Games in Synchronous Virtual Classroom
820
Playful Pedagogies
846
GameBased Learning with a Dialogic Teaching Approach
860
Modifying Commercial OffTheShelf COTS Games for Use in Education
876
Promoting Sexual Health Education via Gaming
895
Developing Educational Games for Engineering Education
913
Developing Videogames for Physics Education
939
Practical Applications of Serious Games in Education
961
GameBased Learning for Knowledge Sharing and Transfer
974
Exploring Educational Video Game Design
1004
Emerging Paradigms in Legal Education
1019
Computer Games for Algorithm Learning
1036
ContextFree Educational Games
1064
A Study on Whether Digital Games can Effect Spatial Reasoning Skills
1086
LEADERedu
1111
Digital Propensity
1148
Compilation of References
1174
About the Contributors
1
Index
27
Copyright

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About the author (2011)

Patrick Felicia is a Lecturer, Researcher and Course Leader at Waterford Institute of Technology (WIT). He works within the Department of Computing, Mathematics and Physics. Dr. Felicia earned his PhD in computer science from University College Cork. In WIT, his research and teaching is focused on the use of innovative and engaging educational experiences by combining Gaming Technology, Instructional Design and Educational Psychology. His research interests include Game-Based Learning, Technology-Enhanced Education and Adaptive Educational Systems. Dr. Felicia has presented and published internationally and has conducted several studies on the use and benefits of Game-Based Learning. [Editor]

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