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Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds

Book Description

Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
  5. Dedication
  6. Preface
    1. INTRODUCTION
    2. IJGCMS
    3. CHAPTER HIGHLIGHTS
  7. Chapter 1: Issues and Concerns of K-12 Educators on 3-D Multi-User Virtual Environments in Formal Classroom Settings
    1. ABSTRACT
    2. INTRODUCTION
    3. MUVES, LEARNING, AND EDUCATIONAL TECHNOLOGY
    4. METHODS
    5. FINDINGS
    6. DISCUSSION
    7. CONCLUSION
  8. Chapter 2: Digital Dome versus Desktop Display in an Educational Game
    1. ABSTRACT
    2. INTRODUCTION
    3. METHOD
    4. DISCUSSION
    5. ACKNOWLEDGMENT
  9. Chapter 3: Virtual Learning Environments. The oLTECx
    1. ABSTRACT
    2. INTRODUCTION
    3. THEORETICAL FRAMEWORK/LITERATURE REVIEW
    4. RESEARCH QUESTIONS
    5. METHODOLOGY
    6. DATA SOURCES
    7. RESULTS
    8. CONCLUSION
    9. APPENDIX A
  10. Chapter 4: Virtual Tutor Training
    1. ABSTRACT
    2. INTRODUCTION
    3. LITERATURE REVIEW
    4. METHODOLODY
    5. RESULTS
    6. DISCUSSION
    7. CONCLUSION
  11. Chapter 5: Learning to Become Citizens by Enacting Governorship in the Statecraft Curriculum
    1. ABSTRACT
    2. INTRODUCTION
    3. PROBLEMATIZATION: DESIGNING AN INNOVATIVE SOCIAL STUDIES LEARNING PROGRAM FOR 21-CENTURY LEARNING
    4. LITERATURE REVIEW
    5. DESIGN FOR LEARNING
    6. DESIGN OF THE CURRICULUM
    7. METHOD
    8. DATA ANALYSIS
    9. RESULTS
    10. DISCUSSION
    11. CONCLUSION
    12. APPENDIX
  12. Chapter 6: Strategies to Teach Game Development Across Age Groups
    1. ABSTRACT
    2. 1. INTRODUCTION
    3. 2. LITERATURE ON GAME DEVELOPMENT ACROSS AGE GROUPS
    4. 3. A FRAMEWORK FOR TEACHING GAME DEVELOPMENT
    5. 4. IMPLEMENTING THE FRAMEWORK
    6. 5. RESULTS
    7. 6. EXPECTATIONS FOR STUDENT CAPABILITIES AT DIFFERENT LEVELS
    8. 7. CONCLUSION
  13. Chapter 7: Negotiating Students’ Conceptions of ‘Cheating’ in Video Games and in School
    1. ABSTRACT
    2. INTRODUCTION
    3. DEFINITIONS
    4. LITERATURE REVIEW
    5. METHODOLOGY
    6. RESULTS
    7. DISCUSSION
    8. CONCLUSION
  14. Chapter 8: Television, Games, and Mathematics
    1. ABSTRACT
    2. INTRODUCTION
    3. THEORETICAL BACKGROUND
    4. RESEARCH DESIGN
    5. PING PONG TASK, PART 1
    6. RESULTS
    7. CONCLUSIONS AND IMPLICATIONS
  15. Chapter 9: Optimizing the Psychological Benefits of Choice
    1. ABSTRACT
    2. INTRODUCTION: THE PARADOX OF CHOICE
    3. THE ADAPTIVE TOOLBOX: HOW HEURISTICS SHAPE THE DECISION-MAKING PROCESS
    4. MODERN VIDEO GAMES AS CHOICE ENVIRONMENTS: VIRTUAL CHOICE AND CHOICE TYRANNY
    5. CHOICE IN GAMES
    6. GAME CHOICES CAN BE PERSISTENT … AND COSTLY
    7. SOCIAL CHOICES IN VIRTUAL SPACES CAN HAVE REAL CONSEQUENCES
    8. THE TYRANNY OF CHOICE IN GAME ENVIRONMENTS – INFORMATION OVERLOAD AND ITS EFFECT ON ENJOYMENT
    9. MAKING DECISIONS IN VIDEO GAMES: THE DUAL PURSUIT OF OPTIMIZATION AND ENJOYMENT
    10. METHOD 1: RATIONAL DELIBERATION
    11. METHOD 2: EMPLOYING SATISFICING
    12. METHOD 3: EMPLOYING SOCIAL HEURISTICS
    13. METHOD 4: REQUISITIONING EXTERNAL SOURCES OF EXPERTISE
    14. SUMMARY
  16. Chapter 10: Impacts of Forced Serious Game Play on Vulnerable Subgroups
    1. ABSTRACT
    2. INTRODUCTION
    3. THREE VULNERABLE SUBGROUPS
    4. TWO HYPOTHESES AND ONE RESEARCH QUESTION
    5. METHODS
    6. FINDINGS
    7. DISCUSSION
  17. Chapter 11: Playful Learning Experiences
    1. ABSTRACT
    2. INTRODUCTION
    3. CONCLUSION
  18. Chapter 12: Videogames and the Ethics of Care
    1. ABSTRACT
    2. THE ETHICS OF CARE
    3. RESPONSIBILITY AND RECIPROCITY IN
    4. COMMUNITIES AND PERSONALIZATION IN
    5. DISCUSSION
  19. Chapter 13: Investigating Youth’s Life Online Phenomena
    1. ABSTRACT
    2. 1. INTRODUCTION
    3. 2. LITERATURE REVIEW
    4. 3. CYBORGIAN PERFORMANCE IN THE GAME SPACE
    5. 4. CONTEXTUAL SPACE OF ANALYSIS: WORLD OF WARCRAFT
    6. 5. METHOD AND ANALYSIS
    7. 6. FINDINGS
    8. 7. DISCUSSION AND IMPLICATIONS
  20. Chapter 14: Behind the MASK
    1. ABSTRACT
    2. INTRODUCTION
  21. Chapter 15: Relations Between Videogame Play and 8th-Graders’ Mathematics Achievement
    1. ABSTRACT
    2. SPATIAL-TEMPORAL CONTENT, MATHEMATICS, AND VIDEOGAMES
    3. MATHEMATICS COMPLEXITY
    4. THE CURRENT STUDY
    5. PARTICIPANTS
    6. MEASURES
    7. ANALYSES
    8. DISCUSSION
    9. LIMITATIONS, DIRECTIONS FOR FUTURE RESEARCH, AND CONCLUSION
  22. Chapter 16: Levels of Failure and Learning in Games
    1. ABSTRACT
    2. 1. INTRODUCTION
    3. 2. METHOD
    4. 3. RESULTS
    5. 4. DISCUSSION
    6. 5. CONCLUSION
  23. Chapter 17: Procedural Ethos
    1. ABSTRACT
    2. CLASSICAL RHETORIC IN MODERN DIGITAL VIDEO GAMES
    3. A CRITICAL ANALYSIS: THE PROCEDURAL ETHOS OF
    4. A CRITICAL ANALYSIS: THE PROCEDURAL ETHOS OF
    5. IMPLICATIONS FOR SERIOUS GAME DESIGN, DEVELOPMENT AND SCHOLARSHIP
    6. CONCLUSION
  24. Compilation of References
  25. About the Contributors