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Handbook of Research on Serious Games for Educational Applications

Book Description

Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Editorial Advisory Board
  6. List of Reviewers
  7. Preface
    1. THE CONTRIBUTION OF THIS BOOK
    2. ORGANIZATION OF THE THIS BOOK
    3. REFERENCES
  8. Acknowledgment
  9. Section 1: Educational Games: Theoretical Perspectives
    1. Chapter 1: What Cognitive Psychology Can Tell Us About Educational Computer Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER
      5. SOLUTIONS AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    2. Chapter 2: The Role of Metacognition in Learning via Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. WHAT IS METACOGNTION?
      4. AWARENESS OF ONESELF AS A LEARNER
      5. INTERACTIONS AMONG BODY, MIND, AND GAME ENVIRONMENT
      6. TEACHING FOR TRANSFER
      7. FUTURE RESEARCH AND CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
    3. Chapter 3: Learning from Social Collaboration
      1. ABSTRACT
      2. INTRODUCTION
      3. GAME CHARACTERISTICS AND LEARNING
      4. ENGAGEMENT AND LEARNING
      5. COLLABORATION AND LEARNING
      6. CONCLUSION
      7. FUTURE RESEARCH DIRECTIONS
      8. ACKNOWLEDGMENT
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    4. Chapter 4: A Framework for Promoting Knowledge Transfer in SNS Game-Based Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. INSTRUCTIONAL APPROACHES IN SNS GAME-BASED LEARNING
      4. A SYSTEMATIC APPROACH TO KNOWLEDGE TRANSFER IN SNS GAME-BASED LEARNING
      5. A PILOT STUDY BASED ON PARTIAL COMPONENTS OF THE PROPOSED FRAMEWORK
      6. FUTURE RESEARCH
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
  10. Section 2: Educational Games: Cognitive and Psychological Perspectives
    1. Chapter 5: Using Video Games to Improve Spatial Skills
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE MAIN THRUST OF THE CHAPTER
      5. CONCLUSION
      6. FUTURE RESEARCH DIRECTIONS
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    2. Chapter 6: Dino Lab
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN THRUST OF THE CHAPTER
      5. DINO LAB SUPPORT FOR CRITICAL THINKING
      6. RESULTS AND FINDINGS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    3. Chapter 7: Designing BioSim
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN
      5. KEY DESIGN CONSIDERATIONS IN BIOSIM FIRST-PERSON GAMES
      6. RULES OF PLAY: THE CASES OF BEESIM AND ANTSIM
      7. POSSIBILITIES FOR TRANSFER
      8. CONCLUSION
      9. FUTURE RESEARCH
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
    4. Chapter 8: A Game-Based Approach to Teaching Social Problem-Solving Skills
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND AND LITERATURE REVIEW
      4. SOCIALDROME: CONCEPTUALIZATION AND DESIGN
      5. SOCIALDROME: FORMATIVE EVALUATION
      6. SOCIALDROME: SUMMATIVE EVALUATION
      7. CONCLUSION
      8. FUTURE RESEARCH DIRECTIONS
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
  11. Section 3: Educational Games: Instructional Design Perspectives
    1. Chapter 9: Design of Fantasy and Their Effect on Learning and Engagement in a Serious Game
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. DESIGN OF FANTASY EXAMPLES AND RESEARCH THEIR EFFECTS ON LEARNING AND ENGAGEMENT
      5. SOLUTIONS AND RECOMMENDATIONS
      6. CONCLUSION
      7. FUTURE RESEARCH DIRECTIONS
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
    2. Chapter 10: Game Design as a Complex Problem Solving Process
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. METHODS
      5. RESULTS
      6. DISCUSSION
      7. LIMITATIONS AND FUTURE RESEARCH
      8. CONCLUSION AND IMPLICATIONS
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    3. Chapter 11: Designing Intrinsic Integration of Learning and Gaming Actions in a 3D Architecture Game
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. METHODS
      5. DESIGN-BASED FINDINGS
      6. CONCLUSION AND IMPLICATIONS
      7. FUTURE RESEARCH
      8. ACKNOWLEDGMENT
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    4. Chapter 12: Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. ENGAGEMENT AND MOTIVATION LITERATURE
      4. FEATURES OF ENGAGING GAMES
      5. ASSESSMENT OF ENGAGEMENT IN PLAYING EDUCATIONAL GAMES
      6. CONCLUSION AND FUTURE RESEARCH
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
  12. Section 4: Educational Games: Teaching and Learning Perspectives
    1. Chapter 13: Augmented Reality in Informal Learning Settings
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THEORETICAL, METHODOLOGICAL, AND INSTRUCTIONAL ISSUES IN RESEARCH ON LOCATION-BASED AUGMENTED REALITY
      5. CONCLUSION
      6. FUTURE RESEARCH DIRECTIONS
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    2. Chapter 14: Stories, Games, and Learning through Play
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE MAIN THRUST OF THE CHAPTER
      5. CONCLUSION
      6. FUTURE RESEARCH
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    3. Chapter 15: Factors That Explain Adolescent and Young Adult Mobile Game Play, Part 1
      1. ABSTRACT
      2. INTRODUCTION
      3. THE EDUCATIONAL BENEFITS OF VIDEO GAMES
      4. METHOD
      5. RESULTS AND DISCUSSION
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
    4. Chapter 16: Factors That Explain Adolescent and Young Adult Mobile Game Play, Part 2
      1. ABSTRACT
      2. INTRODUCTION
      3. METHOD
      4. RESULTS AND DISCUSSION
      5. CONCLUSION
      6. REFERENCES
      7. ADDITIONAL READING
      8. KEY TERMS AND DEFINITIONS
      9. ENDNOTES
    5. Chapter 17: Level Up
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN THRUST OF THE CHAPTER
      5. CONCLUSION
      6. FUTURE RESEARCH DIRECTIONS
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    6. Chapter 18: The Development of a Gamified System for Health Activism as a Graduate Student Project
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. IMPLEMENTATION AND ITERATION OF THE HEALTHCARING PROJECT
      5. REFLECTION, DISCUSSION, AND CONCLUSION
      6. FUTURE RESEARCH DIRECTIONS
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    7. Chapter 19: Game Dimensions and Pedagogical Dimension in Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. CLASSIFICATION OF SERIOUS GAMES
      4. GAME DIMENSIONS AND PEDAGOGICAL DIMENSIONS
      5. ASSESSMENT IN SERIOUS GAMES
      6. REFERENCES
      7. ADDITIONAL READING
      8. KEY TERMS AND DEFINITIONS
      9. ENDNOTES
  13. Compilation of References
  14. About the Contributors