Handbook of Research on Effective Electronic Gaming in EducationFerdig, Richard E. IGI Global, 31 ก.ค. 2008 - 1762 หน้า Games and gaming have always been an important part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have not only become ubiquitous in everyday recreational life but have also permeated many professional fields and disciplines for multiple purposes including teaching and learning. The Handbook of Research on Effective Electronic Gaming in Education presents a framework for understanding games for educational purposes while providing a broader sense of current related research. Compiling over 50 groundbreaking research studies from leading international authorities in the field, this advanced and uniquely comprehensive reference is a must-have for academic and research libraries and for all those interested in expanding their theoretical and practical knowledge of the exciting field of electronic gaming. |
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Games Claims Genres and Learning | 33 |
Massively Multiplayer Online RolePlay Games for Learning | 51 |
Experience Cognition and Video Game Play | 776 |
Intertextuality in Massively MultiPlayer Online Games | 791 |
Development Identity and GameBased Learning | 808 |
Play Styles and Learning | 826 |
Playing Roles in the MMORPG Kingdom of Loathing | 847 |
Exploring Personal Myths from The Sims | 862 |
The Pyschological Impact of Educational Gaming Part 2 Violence Emotion Race Gender and Culture | 875 |
Learning Processes and Violent Video Games | 876 |
An Investigation of Current Online Educational Games | 67 |
Augmented Reality Gaming in Education for Engaged Learning | 83 |
Mobility Games and Education | 96 |
Game Interfaces as Bodily Techniques | 111 |
A Window on Digital Games Interactions in Home Settings | 127 |
Enhanced Interaction in Mixed Social Environments | 146 |
Electronic Gaming in Germany as Innovation in Education | 163 |
Educational Gaming in K12 or Teacher Education Contexts | 178 |
A Guide to Integrating COTS Games into Your Classroom | 179 |
Productive Gaming and the Case for Historiographic GamePlay | 200 |
GameBased Historical Learning | 219 |
The Role of MMORPGs in Social Studies Education | 235 |
Video Games Reading and Transmedial Comprehension | 251 |
COTS Computer Game Effectiveness | 277 |
Teacher Gamers vs Teacher NonGamers | 295 |
Using Online Simulation to Engage Users in an Authentic Learning Environment | 315 |
PreService Computer Teachers as 3D Educational Game Designers | 331 |
Adolescents Teaching Video Game MakingWho is the Expert Here? | 345 |
Educational Gaming in Other Learning Contexts | 356 |
Online Games as Powerful Food Advertising to Children | 358 |
Changing Health Behavior Through Games | 370 |
An Overview of Using Electronic Games for Health Purposes | 388 |
MMORPGs and Foreign Language Education | 402 |
A Video Game a Chinese Otaku and Her Deep Learning of a Language | 422 |
Developing a Serious Game for Police Training | 451 |
GameBased Learning in Design History | 478 |
A Policy Game in a Virtual World | 489 |
Teaching OOP and COP Technologies via Gaming | 508 |
Using Games to Teach Design Patterns and Computer Graphics | 525 |
A 3D Environment for Exploring Algebraic Structure and Behavior | 546 |
Surviving the Game | 560 |
Educational Gaming Research Tools and Methods | 576 |
Wag the Kennel Games Frames and the Problem of Assessment | 577 |
Character Attachment in Games as Moderator for Learning | 593 |
Visual Analysis of Avatars in Gaming Environments | 606 |
Interpreting GamePlay Through Existential Ludology | 621 |
On Choosing Games and What Counts as a Good Game | 636 |
Descriptors of Quality Teachers and Quality Digital Games | 652 |
The Pyschological Impact of Educational Gaming Part 1 Cognition Learning Play and Identity | 669 |
Designing a Computational Model of Learning | 671 |
Social Psychology and Massively Multiplayer Online Learning Games | 702 |
Evaluating and Managing Cognitive Load in Games | 719 |
SelfRegulated Learning in Video Game Environments | 738 |
Self Educational Effects of Computer Gaming Cultures | 757 |
Harnessing the Emotional Potential of Video Games | 893 |
Gamers Gender and Representation | 911 |
Gender and Racial Stereotypes in Popular Video Games | 922 |
Can the Subaltern Play and Speak or Just be Played With?1 | 938 |
Culturally Responsive Games and Simulations | 956 |
Saving Worlds with Video Game Activism | 970 |
Section VII Educational Game Design | 987 |
Conceptual Play Spaces | 989 |
The Design Play and Experience Framework | 1010 |
Revealing New Hidden Curriculum and Pedagogy of | 1025 |
Game Design as a Compelling Experience | 1041 |
Gaming Ethics Rules Etiquette and Learning | 1057 |
Designing GamesBased Embedded Authentic Learning1 Experiences | 1068 |
Bridging Game Development and Instructional Design | 1088 |
GaME Design for Intuitive Concept Knowledge | 1104 |
Leveraging the Affordances of an Electronic Game to Meet Instructional Goals | 1127 |
Instructional Game Design Using Cognitive Load Theory | 1143 |
Motivation Learning and Game Design | 1166 |
Designing Games for Learning | 1183 |
Interaction with MMOGs and Implications for ELearning Design | 1204 |
Narrative Development and Instructional Design | 1218 |
Children as Critics of Educational Computer Games Designed by Other Children | 1234 |
Video Game Creation as a Learning Experience for Teachers and Students | 1257 |
The Future of Educational Gaming | 1273 |
The Future of Digital GameBased Learning | 1274 |
Artists in the Medium | 1289 |
The Positive Impact Model in Commercial Games | 1303 |
Education and Exploitation Off the Virtual Trail to Oregon | 1318 |
Appendix Glossary of Terms | 1332 |
Chapters I LXXVI | 1333 |
Appendix Selected Readings | 1353 |
Games and Simulations A New Approach in Education? | 1354 |
Developing Enjoyable Second Language Learning Software Tools A Computer Game Paradigm | 1372 |
Game Mods Customizable Learning in a K16 Setting | 1390 |
Online Games for 21st Century Skills | 1400 |
GameBased Instruction in a College Classroom | 1427 |
Creative Remixing and Digital Learning Developing an Online Media Literacy Learning Tool for Girls | 1440 |
Learning While Playing Design Implications for Edutainment Games | 1449 |
Reliving History with Reliving the Revolution Designing Augmented Reality Games to Teach the Critical Thinking of History | 1460 |
Insights into the Impact of Social Networks on Evolutionary Games | 1477 |
About the Contributors | 1487 |
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