You are previewing Developments in Current Game-Based Learning Design and Deployment.
O'Reilly logo
Developments in Current Game-Based Learning Design and Deployment

Book Description

Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes.Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. EDITORIAL ADVISORY BOARD
    2. ASSOCIATE EDITORS
    3. LIST OF REVIEWERS
  5. Preface
    1. INTRODUCTION
    2. IJGBL
  6. Acknowledgment
  7. Chapter 1: Video Game Genre Affordances for Physics Education
    1. ABSTRACT
    2. INTRODUCTION
    3. DIDACTIC APPROACHES FOR PHYSICS TEACHING
    4. SIMULATIONS AND GAMES FOR PHYSICS LEARNING
    5. INTERACTION, REFLECTION AND ASSESSMENT IN GAMES
    6. ANALYSIS OF VIDEO GAME GENRES AFFORDANCES
    7. DISCUSSION
    8. CONCLUSION AND DIRECTIONS FOR FUTURE RESEARCH
  8. Chapter 2: Encouraging Engagement in Game-Based Learning
    1. ABSTRACT
    2. INTRODUCTION
    3. LEARNING WITH ALTERNATE REALITY GAMES
    4. THE ARGOSI PROJECT
    5. ISSUES OF ENGAGEMENT
    6. CONCLUSION
  9. Chapter 3: Leveraging Mobile Games for Place-Based Language Learning
    1. ABSTRACT
    2. INTRODUCTION
    3. RELEVANT BACKGROUND INFORMATION
    4. KNOWLEDGE ABOUT VS. KNOWLEDGE OF
    5. DESIGN-BASED RESEARCH
    6. PREVIOUS WORK IN AUGMENTED REALITY AND MOBILE TECHNOLOGIES
    7. THE IMPORTANCE OF PLACE
    8. DESCRIPTION OF MENTIRA
    9. THE CURRICULUM
    10. FINDINGS AND DISCUSSION
    11. FUTURE DIRECTIONS
    12. CONCLUSION
  10. Chapter 4: DataPlay
    1. ABSTRACT
    2. INTRODUCTION
    3. FROM STEAM ENGINE TO GAME ENGINE
    4. GAMERS SAVE THE WORLD
    5. PLAY THE DATA: DATAPLAY
    6. THE BASICS: INK AND RULES
    7. TYPES AND GENRES: SCATTER PLOTS AND FIRST-PERSON SHOOTERS
    8. REPRESENTATIONAL STRATEGIES: LAYERS TO LEVELS
    9. WHAT YOU SEE IS WHAT YOU GET: MANAHATTA
    10. LEARNING BY DESIGN
    11. “FINDING THE FUN”
    12. CONCLUSION
  11. Chapter 5: Affordances and Constraints of Scaffolded Learning in a Virtual World for Young Children
    1. ABSTRACT
    2. INTRODUCTION
    3. SOCIOCULTURAL THEORY AND SCAFFOLDED LEARNING
    4. ANALYSIS
    5. DISCUSSION
    6. CONCLUSION
  12. Chapter 6: Social Interactions in Online Gaming
    1. ABSTRACT
    2. INTRODUCTION
    3. METHOD (STUDY 1)
    4. RESULTS (STUDY 1)
    5. DISCUSSION (STUDY 1)
    6. METHOD (STUDY 2)
    7. RESULTS (STUDY 2)
    8. DISCUSSION (STUDY 2)
    9. METHOD (STUDY 3)
    10. RESULTS (STUDY 3)
    11. DISCUSSION (STUDY 3)
    12. METHOD (STUDY 4)
    13. RESULTS (STUDY 4)
    14. DISCUSSION (STUDY 4)
    15. METHOD (STUDY 5)
    16. RESULTS (STUDY 5)
    17. DISCUSSION (STUDY 5)
    18. GENERAL DISCUSSION
  13. Chapter 7: The Mobile Learning Network
    1. ABSTRACT
    2. INTRODUCTION
    3. DIGITAL GAME-BASED LEARNING
    4. MOLENET GAMES-BASED LEARNING CASE STUDIES
    5. CONCLUSION
  14. Chapter 8: A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games
    1. ABSTRACT
    2. INTRODUCTION
    3. PERSONALIZING LEARNING AND GAMING
    4. THE REALIZATION
    5. CONCLUSION
  15. Chapter 9: Content Design Patterns for Game-Based Learning
    1. ABSTRACT
    2. INTRODUCTION
    3. QUEST DESIGN PATTERNS
    4. CHARACTER DESIGN PATTERNS
    5. ENVIRONMENT DESIGN PATTERNS
    6. ITEM DESIGN PATTERNS
    7. CONCLUSION
  16. Chapter 10: Designing Serious Games for People with Disabilities
    1. ABSTRACT
    2. INTRODUCTION
    3. PLAY
    4. DISCUSSION
    5. CONCLUSION
  17. Chapter 11: Motivational Aspects of Gaming for Students with Intellectual Disabilities
    1. ABSTRACT
    2. INTRODUCTION
    3. MOTIVATION AND LEARNING
    4. MOTIVATION AND LEARNING IN GAMES
    5. GAME BASED LEARNING IN THE SEN CLASSROOM
    6. CONCLUSION AND FUTURE WORK
  18. Chapter 12: Honing Emotional Intelligence with Game-Based Crucible Experiences
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. CHARACTERISTICS OF CRUCIBLE EXPERIENCES
    5. GAME-BASED CRUCIBLE EXPERIENCE CASE STUDY
    6. DISCUSSION
    7. CONCLUSION
  19. Chapter 13: Possibility Spaces
    1. ABSTRACT
    2. INTRODUCTION
    3. THEORETICAL FRAMEWORK: POSSIBLE SELVES
    4. METHODOLOGY
    5. FINDINGS
    6. DISCUSSION AND CONCLUSION
  20. Chapter 14: Forming The Guild
    1. ABSTRACT
    2. INTRODUCTION
    3. THE GUILD AND STAR TEXTS
    4. WATCHTHEGUILD.COM AND AFFINITY SPACES
    5. IMPLICATIONS FOR PROJECTIVE IDENTITY
  21. Chapter 15: Fear of (Serious) Digital Games and Game-Based Learning?
    1. ABSTRACT
    2. THE EDUCATIONAL POWER OF DIGITAL GAMES
    3. DIGITAL GAMES IN THE MASS MEDIA AND ITS PERCEPTION
    4. SCIENTIFIC EVALUATION OF ALLEGED NEGATIVE EFFECTS AND MISUSES
    5. CONCLUSION
    6. POSSIBLE SOLUTIONS
  22. Chapter 16: Background Music in Educational Games
    1. ABSTRACT
    2. INTRODUCTION
    3. THEORETICAL BACKGROUND
    4. RESULTS
    5. DISCUSSION
  23. Chapter 17: Formulating a Serious-Games Design Project for Adult Offenders with the Probation Service
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. PREVIOUS WORK
    5. PROJECT DESIGN
    6. OBSERVATIONS
    7. DISCUSSION
    8. CONCLUSION
  24. Chapter 18: The Use of Motion Tracking Technologies in Serious Games to Enhance Rehabilitation in Stroke Patients
    1. ABSTRACT
    2. INTRODUCTION
    3. SERIOUS GAMES
    4. IR GLOVE
    5. MARKERLESS MOTION CAPTURE
    6. COMPARISON OF THE TWO SYSTEMS
    7. CONCLUSION
  25. Chapter 19: Digital Games
    1. ABSTRACT
    2. INTRODUCTION
    3. OPENING THE DOORS
    4. THE MOTIVATING FACTOR
    5. GAMING THE GAME
    6. SUPPORTING THE LEARNING
    7. CHOOSING THE GAME
    8. WHAT WE LEARN
    9. DESIGNING GAMES FOR LEARNING
    10. CONCLUSION
  26. Chapter 20: The Magic Bullet
    1. ABSTRACT
    2. INTRODUCTION
    3. CONCLUSION
  27. Chapter 21: Collaborative Strategic Board Games as a Site for Distributed Computational Thinking
    1. ABSTRACT
    2. INTRODUCTION
    3. THEORETICAL ORIENTATION: COMPUTATIONAL THINKING
    4. RESULTS AND EXAMPLES
    5. DISCUSSION: COMPUTATIONAL THINKING AND TABLETOP GAMING
  28. Chapter 22: Assessment through Achievement Systems
    1. ABSTRACT
    2. INTRODUCTION
    3. EDUCATIONAL ASSESSMENT THROUGH GAMES
    4. ACHIEVEMENT SYSTEMS IN GAMES
    5. CATEGORIZATION OF ACHIEVEMENTS
    6. DESIGN PRINCIPLES FOR EDUCATIONAL ACHIEVEMENT SYSTEMS
    7. FUTURE RESEARCH DIRECTIONS
  29. Chapter 23: Understanding Computational Thinking before Programming
    1. ABSTRACT
    2. INTRODUCTION
    3. LITERATURE REVIEW AND DISCUSSIONS
    4. LEARNING IN GBL
    5. PROPOSED GUIDELINES - SPECIFICALLY DESIGNED TO DEVELOP GAMES FOR LEARNING INTRODUCTORY PROGRAMMING THROUGH GAME-PLAY
    6. IMPLEMENTING GUIDELINES – A GAME PROTOTYPE FOR DEVELOPING COMPUTATIONAL THINKING AND LEARNING CS CONCEPTS
    7. CONCLUSION & FUTURE WORK
  30. Chapter 24: Historical Perspectives on Games and Education from the Learning Sciences
    1. ABSTRACT
    2. INTRODUCTION
    3. JEAN PIAGET
    4. LEV VYGOTSKY
    5. PIAGET AND VYGOTSKY IN EDUCATIONAL GAMES
    6. CONCLUSION
  31. Compilation of References
  32. About the Contributors