Handbook of research on effective electronic gaming in education

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 discipline...

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Bibliographic Details
Corporate Author: IGI Global.
Other Authors: Ferdig, Richard E.
Format: Electronic
Language:English
Published: Hershey, Pa. : IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA), c2009.
Subjects:
Online Access:View fulltext via EzAccess
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245 0 0 |a Handbook of research on effective electronic gaming in education  |c [edited by] Richard E. Ferdig.  |h [electronic resource] / 
260 # # |a Hershey, Pa. :  |b IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA),  |c c2009. 
300 # # |a electronic texts (3 v. (lvii, 1486, [33] p.) : ill.) :  |b digital files. 
504 # # |a Includes bibliographical references and index. 
505 0 # |a A Qualitative Meta-Analysis of Computer Games as Learning Tools / Fengfeng Ke -- Games, Claims, Genres & Learning / Aroutis N. Foster, Punya Mishra -- Massively Multiplayer Online Role-play Games for Learning / Sara de Freitas, Mark Griffiths -- An Investigation of Current Online Educational Games / Yufeng Qian -- Augmented Reality Gaming in Education for Engaged Learning / Cathy Cavanaugh -- Mobility, Games, and Education / Michael A. Evans -- Game Interfaces as Bodily Techniques / David Parisi -- A Window on Digital Games Interactions in Home Settings / Elhanan Gazit -- Enhanced Interaction in Mixed Social Environments / James Oliverio, Dennis Beck -- Electronic Gaming in Germany as Innovation in Education / Andreas Breiter, Castulus Kolo -- A Guide to Integrating COTS Games in Your Classroom / Richard Van Eck -- Productive Gaming and the Case for Historiographic Game Play / Shree Durga, Kurt Squire -- Game-Based Historical Learning / Erik Malcolm Champion -- The Role of MMORPGS in Social Studies Education / Phillip J. VanFossen, Adam Friedman, Richard Hartshorne -- Video Games, Reading, and Transmedial Comprehension / Brock Dubbles -- COTS Computer Game Effectiveness / Carol Luckhardt Redfield, Diane L. Gaither, Neil M. Redfield -- Teacher Gamers Versus Teacher Non-gamers / Christopher L. James, Vivan H. Wright -- 
505 0 # |a Using online simulation to engage users in an authentic learning environment / Brian Ferry, Lisa Kervin -- Pre-service Computer Teachers as 3D Educational Game Designers / Zahide Yildirim & Eylem Kilic -- Adolescents Teaching Videogame Making: Who is the Expert Here? / Kathy Sanford and Leanna Madill -- Online Games as Powerful Food Advertising to Children / Richard T. Cole, Elizabeth Taylor Quilliam -- Changing Health Behavior through Games / Erin Edgerton -- An Overview of Using Electronic Games for Health Purposes / Wei Peng & Ming Liu -- MMORPGS and Foreign Language Education / Yong Zhao and Chun Lai -- A videogame, a Chinese Otaku, and her deep learning of a language / Kim Feldmesser -- Developing a Serious Game for Police Training / Ahmed BinSubaih, Steve Maddock, & Daniela Romano -- Game-Based Learning in Design History / Barbara Martinson & Sauman Chu -- A Policy Game in a Virtual World / Martha Garcia-Murillo & Ian MacInnes -- Teaching OOP and COP Technologies via Gaming / Chong-wei Xu -- Using Games to Teach Design Patterns and Computer Graphics / Pollyana Notargiacomo Mustaro, Luciano Silva, Ismar Frango Silveira -- A 3D Environment for Exploring Algebraic Structure and Behavior / Paul A Fishwick & Yuna A. Park -- Surviving the Game / Linda van Ryneveld -- Wag the Kennel: Games, Frames, and the problem of Assessment / David William Shaffer -- Character Attachment in games as Moderator for Learning / Melissa L. Lewis, René Weber -- 
505 0 # |a Visual Analysis of Avatars in Gaming Environments / Joseph C. DiPietro & Erik W. Black -- Interpreting Game-play through Existential Ludology / Matthew Thomas Payne -- On Choosing Games and What Counts as a "Good" Game / Katrin Becker & James R. Parker -- Descriptors of Quality Teachers and Quality Digital Games / Teddy Moline -- Designing a Computational Model of Learning / David Gibson -- Social Psychology and Massively Multiplayer Online Learning Games / Clint Bowers, Peter A. Smith, Jan Cannon-Bowers -- Evaluating and Managing Cognitive Load in Games / Slava Kalyuga, Jan Plass -- Self-Regulated Learning in Video Game Environments / Nick Zap, Jillianne R. Code -- (Self-) Educational Effects of Computer Gaming Cultures / Johannes Fromme, Benjamin Jörissen, Alexander Unger -- Experience, cognition and video game play / Meredith DiPietro -- Intertextuality in Massively Multiplayer Online Games / P. G. Schrader, Kimberly A. Lawless, and Michael McCreery -- Development, Identity, and Game-Based Learning / Yam San Chee & Kenneth Y. T. Lim -- Play Styles and Learning / Carrie Heeter -- Playing Roles in the MMORPG Kingdom of Loathing / Martin Oliver -- Exploring Personal Myths from The Sims / Vasa Buraphadeja & Kara Dawson -- Learning Processes and Violent Video Games / Edward L. Swing, Douglas A. Gentile, & Craig A. Anderson -- Harnessing the Emotional Potential of Video Games / Patrick Felicia & Ian Pitt -- 
505 0 # |a Gamers, Gender, and Representation / Diane Carr & Caroline Pelletier -- Gender and Racial Stereotypes in Popular Video Games / Yi Mou and Wei Peng -- Can the Subaltern Play and Speak or Just be Played With? / David J. Leonard -- Culturally Responsive Games and Simulations / Colleen Swain -- Saving Worlds with Videogame Activism / Robert Jones -- Conceptual Play Spaces / Sasha Barab, Adam Ingram-Goble, & Scott Warren -- The Design, Play, and Experience Framework / Brian M. Winn -- Revealing New Hidden Curriculum and Pedagogy of Digital Games / Youngkyun Baek -- Game Design as a Compelling Experience / Wei Qiu and Yong Zhao -- Gaming Ethics, Rules, Etiquette and Learning / Laurie N. Taylor -- Designing Games-Based Embedded Authentic Learning Experiences / Penny de Byl -- Bridging Game Development and Instructional Design / James Belanich ... [et al.] -- GaME Design for Intuitive Concept Knowledge / Debbie Denise Reese -- Leveraging the Affordances of an Electronic Game to Meet Instructional Goals / Yuxin Ma ... [et al.] -- Instructional Game Design Using Cognitive Load Theory / Wenhao David Huang, Tristan Johnson -- Motivation, Learning, and Game Design / Mahboubeh Asgari & David Kaufman -- Designing Games for Learning / Scott J. Warren & Mary Jo Dondlinger -- Interaction with MMOGs and Implications for E-Learning Design / Panagiotis Zaharias, Anthony Papargyris -- Narrative Development and Instructional Design / Douglas Williams ... [et al.] -- 
505 0 # |a Children as Critics of Educational Computer Games Design by Other Children / Lloyd P. Rieber ... [et al.] -- Video-game Creation as a Learning Experience for Teachers and Students / Leanna Madill and Kathy Sanford -- The Future of Digital Game-Based Learning / Brian Magerko -- Artists in the Medium / Kurt Squire -- The Positive Impact Model in Commercial Games / Rusel DeMaria -- Education and Exploitation off the Virtual Trail to Oregon / Chad M. Harms. 
506 # # |a Restricted to subscribers or individual electronic text purchasers. 
520 3 # |a 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. This handbook, compiling over 50 research studies from international authorities in the field, presents a framework for understanding games for educational purposes while providing a broader sense of current related research. 
530 # # |a Also available in print. 
538 # # |a Mode of access: World Wide Web. 
588 # # |a Title from PDF t.p. (viewed on June 2, 2010). 
650 # 0 |a Simulation games in education  |v Handbooks, manuals, etc. 
650 # 0 |a Electronic games  |v Handbooks, manuals, etc. 
653 # # |a Augmented reality gaming 
653 # # |a Authentic learning environment 
653 # # |a Cognitive load in games 
653 # # |a Cognitive load theory 
653 # # |a Computational model of learning 
653 # # |a Computer games as learning tools 
653 # # |a Computer gaming cultures 
653 # # |a Conceptual play spaces 
653 # # |a COTS computer game effectiveness 
653 # # |a Current online educational games 
653 # # |a Design patterns and computer graphics 
653 # # |a Designing games for learning 
653 # # |a Digital game-based learning 
653 # # |a Digital games interactions 
653 # # |a Education for engaged learning 
653 # # |a Educational game design 
653 # # |a Educational gaming 
653 # # |a Electronic games for health purposes 
653 # # |a Emotional potential of video games 
653 # # |a Game-based historical learning 
653 # # |a Game-based learning 
653 # # |a Game-based learning in design history 
653 # # |a Gender and racial stereotypes 
653 # # |a Instructional design 
653 # # |a Online roleplay games for learning 
653 # # |a Productive gaming 
653 # # |a Quality digital games 
653 # # |a Self-regulated learning 
653 # # |a Social psychology 
653 # # |a Transmedial comprehension 
653 # # |a Virtual world 
700 1 # |a Ferdig, Richard E.  |q (Richard Eugene) 
710 2 # |a IGI Global. 
776 0 # |c (Original)  |w (DLC) 2007052787  |z 9781599048086  |z 1599048086 
856 4 0 |u https://ezaccess.library.uitm.edu.my/login?url=http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-59904-808-6  |z View fulltext via EzAccess