Title Page -- Editorial Advisory Board -- List of Contributors -- Table of Contents -- Detailed Table of Contents -- Foreword -- Preface -- About the Editor -- Acknowledgment -- Reviewer Acknowledgment -- Section I: A Review of Research on Educational Gaming -- Chapter I: A Qualitative Meta-Analysis of Computer Games as Learning Tools -- Chapter II: Games, Claims, Genres, and Learning -- Chapter III: Massively Multiplayer Online Role-Play Games for Learning -- Chapter IV: An Investigation of Current Online Educational Games
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Chapter V: Augmented Reality Gaming in Education for Engaged LearningChapter VI: Mobility, Games, and Education -- Chapter VII: Game Interfaces as Bodily Techniques -- Chapter VIII: A Window on Digital Games Interactions in Home Settings -- Chapter IX: Enhanced Interaction in Mixed Social Environments -- Chapter X: Electronic Gaming in Germany as Innovation in Education -- Section II: Educational Gaming in K-12 or Teacher Education Contexts -- Chapter XI: A Guide to Integrating COTS Games into Your Classroom
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Chapter XII: Productive Gaming and the Case for Historiographic Game-PlayChapter XIII: Game-Based Historical Learning -- Chapter XIV: The Role of MMORPGs in Social Studies Education -- Chapter XV: Video Games, Reading, and Transmedial Comprehension -- Chapter XVI: COTS Computer Game Effectiveness -- Chapter XVII: Teacher Gamers vs. Teacher Non-Gamers -- Chapter XVIII: Using Online Simulation to Engage Users in an Authentic Learning Environment -- Chapter XIX: Pre-Service Computer Teachers as 3D Educational Game Designers
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Chapter XX: Adolescents Teaching Video Game Making�Who is the Expert Here?Section III: Educational Gaming in Other Learning Contexts -- Chapter XXI: Online Games as Powerful Food Advertising to Children -- Chapter XXII: Changing Health Behavior Through Games -- Chapter XXIII: An Overview of Using Electronic Games for Health Purposes -- Chapter XXIV: MMORPGs and Foreign Language Education -- Chapter XXV: A Video Game, a Chinese Otaku, and Her Deep Learning of a Language -- Chapter XXVI: Developing a Serious Game for Police Training
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Chapter XXVII: Game-Based Learning in Design HistoryChapter XXVIII: A Policy Game in a Virtual World -- Chapter XXIX: Teaching OOP and COP Technologies via Gaming -- Chapter XXX: Using Games to Teach Design Patterns and Computer Graphics -- Chapter XXXI: A 3D Environment for Exploring Algebraic Structure and Behavior -- Chapter XXXII: Surviving the Game -- Section IV: Educational Gaming Research Tools and Methods -- Chapter XXXIII: Wag the Kennel: Games, Frames, and the Problem of Assessment -- Chapter XXXIV: Character Attachment in Games as Moderator for Learning
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SUMMARY OR ABSTRACT
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"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.
ACQUISITION INFORMATION NOTE
Source for Acquisition/Subscription Address
MIL
Stock Number
513419
OTHER EDITION IN ANOTHER MEDIUM
Title
Handbook of research on effective electronic gaming in education.
International Standard Book Number
1599048086
TOPICAL NAME USED AS SUBJECT
Electronic games, Handbooks, manuals, etc.
Simulation games in education, Handbooks, manuals, etc.