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Computer Games as Educational and Management Tools

Book Description

Though once considered purely for their entertainment value, computer and online games have applications as learning tools in learning in a variety of different environments. Computer Games as Educational and Management Tools: Uses and Approaches considers the many uses of games and simulations, focusing specifically on their use in organizational and educational settings. Providing perspectives on gaming for distance learning, gaming for rehabilitation, business simulators, and motivational games, this publication explores new and emerging trends in this ever-evolving area of research.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. EDITORIAL ADVISORY BOARD
    2. LIST OF REVIEWERS
  5. Preface
    1. ABOUT THE SUBJECT
    2. ORGANIZATION OF THE BOOK
    3. EXPECTATIONS
  6. Chapter 1: Games Development for Pedagogical and Educational Purposes
    1. ABSTRACT
    2. INTRODUCTION
    3. SNOOKER GAME: DEVELOPMENT OF A SET OF BILLIARD BALLS
    4. CONCLUSION AND FUTURE WORK
  7. Chapter 2: Multi-Vocality and Post-Processualism as Methodological Assets of the 'Collaboration Game'
    1. ABSTRACT
    2. INTRODUCTION AND CONTEXT OF OUR IDEA
    3. ADDRESSING SOCIAL NETWORKING ASPECTS
    4. THEORETICAL CONSIDERATIONS
    5. CONCLUSION
  8. Chapter 3: Human and Virtual Beings as Equal Collaborative Partners in Computer Games
    1. ABSTRACT
    2. INTRODUCTION
    3. FULLY EQUAL PARTNERS (FEPS)
    4. CONCEPTS OF FEP COLLABORATION
    5. A LAYERED COLLABORATIVE ARCHITECTURE
    6. EMBODIMENT OF THE LAYERED ARCHITECTURE
    7. COGNITIVE LAYER
    8. CASE STUDY
    9. SUMMARY
  9. Chapter 4: Computer Games and Libraries
    1. ABSTRACT
    2. INTRODUCTION
    3. INFORMATION LITERACY FOR THE 21ST CENTURY
    4. COMPUTER GAMES IN EDUCATION
    5. CURRENT TRENDS FOR FUTURE RESEARCH
    6. CONCLUSION
  10. Chapter 5: Games and Simulations in Distance Learning
    1. ABSTRACT
    2. INTRODUCTION
    3. THE POTENTIAL OF GAMES IN ODL
    4. THE AIDLET MODEL
    5. CONCLUSION
  11. Chapter 6: The Educational Value of Digital Games
    1. ABSTRACT
    2. INTRODUCTION
    3. DIGITAL GAMES AND GAME-BASED LEARNING
    4. SPORE – A CASE STUDY
    5. CONCLUSION
  12. Chapter 7: The Pedagogical Potential of MMOG
    1. ABSTRACT
    2. INTRODUCTION
    3. MMOG – MASSIVELY MULTIPLAYER ONLINE GAMES
    4. THE EDUCATIONAL POTENTIAL OF GAMES
    5. ANALYSIS OF FOUR MASSIVELY MULTIPLAYER ONLINE GAMES
    6. MMOG PLAYERS’ SURVEY
    7. DATA ANALYSIS
    8. CONCLUSION
  13. Chapter 8: Browser-Native Games That Use Real-World XML Data
    1. ABSTRACT
    2. INTRODUCTION
    3. CONCLUSION
  14. Chapter 9: A Multi-Disciplinary Approach to Designing Business Management Games
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. A MULTI-DISCIPLINARY GAME DESIGN APPROACH
    5. CONCLUSION
    6. FUTURE RESEARCH DIRECTIONS
  15. Chapter 10: Creating Computer Games for Class Instruction
    1. ABSTRACT
    2. INTRODUCTION
    3. ADVANTAGES AND LIMITATIONS
    4. TRENDS, ISSUES AND CONCERNS FOR TEACHING AND LEARNING
    5. DESIGNING CLASSROOM COMPUTER GAMES
    6. CONCLUSION
    7. Appendix A: Tic-Tac-Toe
  16. Chapter 11: RACEM Game for PC for Use as Rehabilitation Therapy for Children with Psychomotor Disability and Results of Its Application
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. ISSUES, CONTROVERSIES, PROBLEMS
    5. SOLUTIONS AND RECOMMENDATIONS
    6. FUTURE RESEARCH DIRECTIONS
    7. CONCLUSION
  17. Chapter 12: When Control Education Is the Name of the Game
    1. ABSTRACT
    2. INTRODUCTION
    3. SERIOUS GAMES IN CONTROL EDUCATION AND TRAINING
    4. THE INTERACTIVE TRAINING ENVIRONMENT
    5. SUCCESS STORIES
    6. THE NEAR FUTURE
    7. CONCLUSION
  18. Chapter 13: Affective Educational Games and the Evolving Teaching Experience
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. METHODOLOGY
    5. RESULTS AND DISCUSSION
    6. CONCLUSION AND FUTURE RESEARCH DIRECTIONS
  19. Chapter 14: Business Simulators for Business Education and Research
    1. ABSTRACT
    2. INTRODUCTION
    3. RELATED WORK
    4. SIMBA: A SIMULATOR FOR BUSINESS ADMINISTRATION
    5. SOFTWARE ARCHITECTURE OF SIMBA
    6. SIMBA FOR BUSINESS EDUCATION
    7. SIMBA FOR ARTIFICIAL INTELLIGENCE RESEARCH
    8. CONCLUSION
  20. Chapter 15: Educational Games
    1. ABSTRACT
    2. INTRODUCTION
    3. EDUCATIONAL GAMES TECHNOLOGIES AND FEATURES
    4. TECHNOLOGIES SUPPORTING HUMAN-COMPUTER INTERACTION FOR THE DISABLED
    5. CONCLUSION
    6. FUTURE RESEARCH DIRECTIONS
  21. Chapter 16: Evaluation of Simulation Games for Teaching Production (Engineering)
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. EVALUATION STRATEGIES
    5. DISCUSSION & CONCLUSION
  22. Chapter 17: Can Computer Games Motivate and Sustain Learning?
    1. ABSTRACT
    2. INTRODUCTION
    3. GENERAL PERCEPTIONS OF GAMES/COMPUTER GAMES
    4. TRENDS IN COMPUTER GAME DEVELOPMENT AND LEARNING
    5. 3D COMPUTER GAMES FOR LEARNING
    6. FASCINATION WITH COMPUTER AND VIDEO GAMES
    7. CONSTRUCTIVIST LEARNING THEORY AND COMPUTER GAMES
    8. PEDAGOGICAL PROCESSES AND COMPUTER GAMES
    9. SUPPORT FOR COMPUTER GAMES AS MOTIVATION FOR LEARNING
    10. CRITICISMS AGAINST COMPUTER GAMES AS MOTIVATION FOR LEARNING
    11. MANAGERIAL PROBLEMS IN COMPUTER GAME-BASED LEARNING
    12. DIFFICULTIES IN USING COMPUTER GAMES TO MOTIVATE LEARNING
    13. GENDER DIFFERENCES IN COKMPUTER GAMES PREFERENCES
    14. STUDENTS’ RESPONSES ON COMPUTER GAMES AS MOTIVATION FOR LEARNING
    15. SUMMARY OF INTERVIEW WITH STUDENT A (11/13/09)
    16. SUMMARY OF INTERVIEW WITH STUDENT B (11/16/09)
    17. SUMMARY OF INTERVIEW WITH STUDENT C (11/18/09)
    18. SUMMARY OF INTERVIEW WITH STUDENT D (11/19/09)
    19. SUMMARY OF INTERVIEW WITH STUDENT E (11/20/09)
    20. SUMMARY OF INTERVIEW WITH STUDENT F (1/7/2010)
    21. SUMMARY OF INTERVIEW WITH STUDENT G (1/7/2010)
    22. DISCUSSION OF THE INTERVIEWS AND COMMENTS
    23. CONCLUSION
  23. Compilation of References
  24. About the Contributors