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Handbook of Research on Improving Learning and Motivation through Educational Games

Book Description

Game-Based Learning is becoming increasingly popular thanks to its ability to both motivate and teach a new generation of learners frequently referred as “digital natives.” This new breed of learners uses computers on a regular basis, plays video games frequently and is often driven by emotionally-charged material. Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches provides relevant theoretical frameworks and the latest empirical research findings on game-based learning. It is written for professionals, such as students, teachers, developers or managers, who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design.

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. Foreword
  6. Preface
    1. Introduction
    2. Book Structure
    3. Section 1: Introduction to Game-Based Learning
    4. Section 2: Cognitive Approach to Game-Based Learning: Design Patterns and Instructional Design
    5. Section 3: Psychological Approach to Game-Based Learning: Emotions, Motivation and Engagement
    6. Section 4: User-Centered Approach to Game-Based Learning: Accounting for Users' Differences, Specificities and Disabilities
    7. Section 5: Curricular Approach to Game-Based Learning: Integrating Video Games in Instructional Settings
    8. Intended Audience
  7. Acknowledgment
  8. Section 1: Introduction to Game-Based Learning
    1. Chapter 1: Research Review
      1. Abstract
      2. Educational Potentials of Computer Game Play
      3. Earlier Reviews of Computer Game Play in Relation to Learning
      4. Research Focus of this Review
      5. First Round of Results: The Research Setting
      6. Second Round of Results: Effects
      7. Third Round of Results: Results Related to Computer Game Genre
      8. Summary and Conclusion
    2. Chapter 2: The Use of Computer Games in Education
      1. ABSTRACT
      2. Introduction
      3. WHAT IS GAMES-BASED LEARNING?
      4. GAMES IN EDUCATION
      5. Summary of Empirical Review of Games in Education
    3. Chapter 3: European Schoolnet1’s Games in Schools Study
      1. ABSTRACT
      2. INTRODUCTION
      3. LITERATURE REVIEW
      4. THE TEACHERS' SURVEY
      5. CASE STUDIES
      6. THE APPROACHES OF EDUCATION SYSTEMS
      7. RECOMMENDATIONS
      8. FUTURE DEVELOPMENTS
      9. CONCLUSION: THE GAME AHEAD
    4. Chapter 4: Learning with Video Games
      1. Abstract
      2. Introduction
      3. CAPSULE 1: THE MULTIMEDIA FIELD
      4. CAPSULE 2: NARRATIVE AND HYPERMEDIA
      5. CAPSULE 3: LEARNING THROUGH VIDEO GAMES
      6. CAPSULE 4: EDUCATIONAL VIDEO GAME DESIGN MODEL
      7. Future Research Directions and Conclusion
  9. Section 2: Cognitive Approach to Game-Based Learning: Design Patterns and Instructional Design
    1. Chapter 5: A First Step towards Integrating Educational Theory and Game Design
      1. Abstract
      2. Introduction
      3. Background
      4. Towards a Game-Based learning model
      5. A First Case Study: The TOPSIM Game
      6. Conclusion and Future Research
      7. Acknowledgment
      8. Appendix A: Taxonomy of Literature Reviews (Cooper 1985)
    2. Chapter 6: Classifying Serious Games
      1. Abstract
      2. Introduction
      3. Defining Serious Games
      4. Conclusion
    3. Chapter 7: Game-Based Learning Design Patterns
      1. Abstract
      2. INTRODUCTION
      3. Background
      4. Game-Based Learning Design Patterns
      5. Examples of Game-based Learning Design Patterns
      6. Future Research Directions
      7. Conclusion
    4. Chapter 8: I’d Rather Be Playing Calculus
      1. Abstract
      2. INTRODUCTION
      3. LEARNING GAMES AND ENTERTAINMENT GAMES: RELATIONSHIPS BETWEEN STRUCTURES
      4. BEST PRACTICES OF ENTERTAINMENT GAMES
      5. APPLIED PRACTICES: THE DIGITAL CALCULUS COACH
      6. NEW DIRECTIONS FOR EDUCATIONAL GAMES
    5. Chapter 9: Game Literacy
      1. Abstract
      2. INTRODUCTION
      3. “ITS EDUCATIONAL”
      4. SURMISING GAME CONTENT
      5. DEMONSTRATING PUBLIC PERCEPTION
      6. CRITICAL REFLECTION
      7. CONCLUSION AND RECOMMENDATIONS
    6. Chapter 10: Unifying Instructional and Game Design
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. Core Relationships
      5. Levels and Learning
      6. Case Study 1: Perceptual Learning
      7. Case Study 2: Introductory Computer Programming Education
      8. Case Study 3: Motivating Learning about Sustainability Ethics
      9. Solutions and Recommendations
      10. FUTURE RESEARCH DIRECTIONS
      11. CONCLUSION
    7. Chapter 11: A Theoretical Background for Educational Video Games
      1. Abstract
      2. INTRODUCTION
      3. Redefining games
      4. The Paradox of Educational Games
      5. Epistemic Components of Games
      6. Analyses of Games
      7. Towards Instructional Game Design
      8. Future Research Directions
      9. Conclusion
  10. Section 3: Psychological Approach to Game-Based Learning: Emotions, Motivation and Engagement
    1. Chapter 12: ARGuing for Multilingual Motivation in Web 2.0
      1. ABSTRACT
      2. INTRODUCTION
      3. PREVIOUS RESEARCH
      4. Games in Language Education
      5. Use of ARGs in an Educational Context
      6. The Tower of Babel ARG
      7. EVALUATING THE TOWER OF BABEL ARG
      8. DISCUSSION
      9. CONCLUSION AND FUTURE DIRECTIONS
    2. Chapter 13: Computer Games for Affective Learning
      1. abstract
      2. INTRODUCTION
      3. Background: Affective Learning
      4. Game Support for Affective Learning
      5. Case Study One: Computer Games and Dragon Age
      6. Case Study Two: Social Change Games
      7. Supporting Affective Learning in Games
      8. Solutions and Recommendations
      9. Future Research Directions
      10. Conclusion
    3. Chapter 14: Motivating By Design
      1. ABSTRACT
      2. INTRODUCTION
      3. Background
      4. Characteristics of Educational Digital Games
      5. Designing for Motivation Case Study: The Alien Rescue Game
      6. Methodology
      7. RESULTS
      8. DISCUSSION
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
    4. Chapter 15: Assessing Engagement in Serious Educational Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. RECOMMENDATIONS
      8. LIMITATIONS
      9. Appendix
    5. Chapter 16: Games that Motivate to Learn
      1. Abstract
      2. Introduction
      3. Need Theory: competence, autonomy, and relatedness
      4. Identified regulations
      5. Satisfying Competence, Autonomy and Relatedness
      6. Case Study: Identified Regulations May Change Motivation
      7. Discussion: Methods for Serious Game Design
      8. Conclusion
    6. Chapter 17: Theories of Motivation for Adults Learning with Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. ADULTS, GAMES AND MOTIVATION
      5. DISCUSSION
      6. CONCLUSION AND FUTURE RESEARCH DIRECTIONS
    7. Chapter 18: Collaborative Learning in Massively Multiplayer Online Games
      1. Abstract
      2. INTRODUCTION
      3. Research Framework
      4. OPPORTUNITIES FOR COLLABORATIVE LEARNING IN MMOGs
      5. Motivational and Affective Perspective: The Fun of the Game
      6. Social Perspective: Formation and Processes of In-Game Groups
      7. MMOGs in the Educational Practice
      8. CONCLUSIONS AND FURTHER RESEARCH
    8. Chapter 19: How Digital Gaming Enhances Non-Formal and Informal Learning
      1. Abstract
      2. INTRODUCTION
      3. The Meaning of Digital Gaming
      4. YOUTH AND DIGITAL ENTERTAINMENT IN SPAIN
      5. The DIGITAL CLASSROOM
      6. The Family Workshops
      7. CONCLUSION
    9. Chapter 20: Understanding Serious Gaming
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. UNDERLYING PSYCHOLOGICAL PROCESSES
      5. ENTERTAINMENT-EDUCATION
      6. FUTURE DIRECTIONS
      7. CONCLUSION
    10. Chapter 21: Using Spatial Audio in Game Technology for Expressing Mathematical Problems to Blind Students
      1. Abstract
      2. INTRODUCTION
      3. Tools for Rendering Spatial Audio Environments in Games
      4. Current State of Mathematics Education for the Blind
      5. Issues Pertaining to Presenting an Overview of Mathematical Structures and Spatial Representation to Blind Students
      6. Perceptual Issues Relating to Spatial Audio Presentation
      7. Experimental Studies in Relation to Spatial Sonic Rendering of Trigonometric Problems
      8. Future Research Directions
      9. Conclusion
    11. Chapter 22: Mobile Gaming Environment
      1. Abstract
      2. INTRODUCTION
      3. Game Features
      4. Empirical Evidence
      5. Methodology
      6. Findings
      7. Discussion and Conclusion
    12. Chapter 23: Affective Gaming in Education, Training and Therapy
      1. Abstract
      2. Introduction
      3. Emotion Research Background
      4. Affective Gaming
      5. Affective Computing
      6. Requirements for Developing Affect-Sensitive and Affect-Centered Games
      7. Methods for Modeling Emotions in Game Characters and Player Models
      8. Affective Game Engines
      9. Summary and Recommendations
      10. Conclusion
    13. Chapter 24: Gestural Motivation, Learning and Evaluation using Interactive Game Design
      1. Abstract
      2. INTRODUCTION
      3. Part I: THE GESTURE
      4. PART II
      5. Recommendations for Interactor Learning in Gestural Game Design
  11. Section 4: User-Centered Approach to Game-Based Learning: Accounting for Users' Differences, Specificities and Disabilities
    1. Chapter 25: Hints for Improving Motivation in Game-Based Learning Environments
      1. Abstract
      2. Part 1: Introduction
      3. Part 2: Flexibility and User Model
      4. Plan Generation to Reach Virtual Views
      5. Part 3: Guidelines for Immersion
      6. Part 4: Learning Adventure and experiments
      7. Evaluation and Results
      8. Conclusion
    2. Chapter 26: Exploring the Gender Differences of Student Teachers when using an Educational Game to Learn Programming Concepts
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER
      5. CONCLUSION
      6. FUTURE DIRECTIONS
    3. Chapter 27: Designing Games to Motivate Student Cohorts through Targeted Game Genre Selection
      1. Abstract
      2. Games as Motivators
      3. Learning Activities and Links to Game Mechanics
      4. Learning Styles
      5. Personality Factors
      6. Motivations
      7. Game Genre
      8. Putting it all Together
      9. Some Final Words
    4. Chapter 28: Game-Based Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. CURRENT BIOFEEDBACK RESEARCH
      4. DISCUSSION
      5. Conclusion
    5. Chapter 29: As You Like It
      1. ABSTRACT
      2. Introduction and General Overview
      3. Cognitive Educational Approaches and Instructional Design
      4. Interacting with Media: Socio-Motivational Enhanced View
      5. Games and Game-Based Learning: What Makes the Difference?
      6. To Play or Not to Play: Designing Educational Games
      7. Resume: Playing is Learning
    6. Chapter 30: Engaging the Un-Engageable
      1. Abstract
      2. 1. INTRODUCTION
      3. 2. BESD in school aged children: A challenge of engagement
      4. 3. Educational Games: Entertainment vs. Learning
      5. 4. Developing a role playing game for behavioural education
      6. 5. Recommendations and Future Work
    7. Chapter 31: A Reference Architecture for Game-Based Intelligent Tutoring
      1. Abstract
      2. INTRODUCTION
      3. Problem Analysis
      4. REVIEW OF GAME-BASED INTELLIGENT TUTORING ARCHITECTURES
      5. TOWARDS A FULLY INTEGRATED ARCHITECTURE
      6. Conclusions and Future Work
    8. Chapter 32: Effective Game use in Neurorehabilitation
      1. Abstract
      2. Introduction
      3. Background
      4. User-Centered Neurorehabilitation
      5. Discussion and Recommendations
      6. Future Research Direction
      7. Conclusion
    9. Chapter 33: Serious Linguistic Games as Intelligent Tutoring Systems
      1. Abstract
      2. Introduction
      3. Serious Casual Games
      4. Linguistic Resources
      5. Case Study: Designing a Serious Linguistic Casual game
      6. Summary
    10. Chapter 34: Motivating the Demotivated Classroom
      1. ABSTRACT
      2. Intellectual Disability and Special Education
      3. Gaming and Motivation in SEN and typical educational settings
      4. Observational Checklist
      5. digital Games as Motivators in the ID classroom
  12. Section 5: Curricular Approach to Game-Based Learning: Integrating Video Games in Instructional Settings
    1. Chapter 35: Field Report
      1. Abstract
      2. INTRODUCTION and Background
      3. Prerequisites
      4. Transforming typical procedures from a real classroom into a virtual classroom
      5. Observations and possible critical incidences
      6. Course Evaluation, Conclusion and recommendations for instructors
    2. Chapter 36: Students Using Indigenous Knowledge in Video Game Creation to Develop Design Thinking Skills
      1. Abstract
      2. Introduction
      3. SIGNIFICANCE OF THE PROGRAM
      4. APPROACH AND METHODOLOGY
      5. CONCLUSION
    3. Chapter 37: Integration of Educational Games in Synchronous Virtual Classroom
      1. Abstract
      2. INTRODUCTION
      3. PEDAGOGICAL FRAMEWORK
      4. PEDAGOGICAL Framework: COMBINING GAME-BASED LEARNING with several METHODS AND TECHNIQUES
      5. TECHNOLOGICAL FRAMEWORK
      6. THE CASE STUDY
      7. RESULTS – DISCUSSION
      8. CONCLUSION
    4. Chapter 38: Playful Pedagogies
      1. ABSTRACT
      2. INTRODUCTION: GAMES ADVOCACY OR EVIDENCE?
      3. PROJECT BACKGROUND
      4. PROFESSIONAL-CURRICULAR AND POPULAR-CULTURAL DISCOURSES OF GAME-BASED LEARNING
      5. TEACHERS’ DISCURSIVE CONSTRUCTIONS OF GAME-BASED LEARNING
      6. DISCUSSION: TEACHERS’ PLAYFUL PEDAGOGIES AND YOUNG PEOPLE’S GAMING ECOLOGIES
      7. CONCLUSION
    5. Chapter 39: Game-Based Learning with a Dialogic Teaching Approach
      1. Abstract
      2. Introduction
      3. METHODOLOGY
      4. Findings
      5. Discussion
      6. Conclusion
      7. APPENDIX A: Interview Questions
    6. Chapter 40: Modifying Commercial Off-The-Shelf (COTS) Games for Use in Education
      1. Abstract
      2. INTRODUCTION
      3. BACKGROUND
      4. Main Focus of the Chapter
      5. Solutions and Recommendations
      6. Future Research Direction
      7. Conclusion
    7. Chapter 41: Promoting Sexual Health Education via Gaming
      1. ABSTRACT
      2. INTRODUCTION
      3. METHODOLOGY
      4. RESULTS
      5. DISCUSSION
    8. Chapter 42: Developing Educational Games for Engineering Education
      1. Abstract
      2. Introduction
      3. Motivation
      4. Getting started
      5. Design
      6. Development
      7. Evaluation and Assessment
      8. Biopsy
      9. CONCLUSION AND Future Work
    9. Chapter 43: Developing Video Games for Physics Education
      1. Abstract
      2. INTRODUCTION
      3. TRADITIONAL TEACHING APPROACHES IN PHYSICS EDUCATION
      4. USING VIDEOGAMES IN PHYSICS EDUCATION
      5. VIDEOGAMES, GENRES AND LEARNING THEORIES FOR PHYSICS EDUCATION
      6. DESIGNING VIDEOGAMES TO ENHANCE THE PHYSICS LEARNING PROCESS
      7. Tools for Developing Videogames
      8. Difficulties and Barriers in Designing and Using Physics Videogames
      9. CONCLUSION
    10. Chapter 44: Practical Applications of Serious Games in Education
      1. ABSTRACT
      2. INTRODUCTION
      3. THE STATE OF PLAY
      4. The Business Game
      5. The Enterprise Game
      6. The Practical Examples
      7. Formal Education
      8. GCSE Business Studies
      9. The IT Diploma
      10. Learning can be a Competition
      11. Beyond the Classroom
      12. Solutions and Recommendations
      13. FUTURE RESEARCH DIRECTIONS
      14. CONCLUSION
    11. Chapter 45: Game-Based Learning for Knowledge Sharing and Transfer
      1. Abstract
      2. INTRODUCTION
      3. GAME-BASED LEARNING
      4. GAME-BASED LEARNING IN THE CONTEXT OF INTERGENERATIONAL LEARNING: THE E-VITA APPROACH
      5. PROTOTYPE EVALUATION
      6. LESSONS LEARNED & RECOMMENDATIONS: HOW CAN EDUCATIONAL GAMES IMPROVE LEARNING AND MOTIVATION?
      7. CONCLUSION
    12. Chapter 46: Exploring Educational Video Game Design
      1. Abstract
      2. Introduction
      3. Background
      4. Method
      5. Presentation Of The Educational Video Games
      6. Conclusion: Implications And Possibilities
      7. Solutions and Recommendations
      8. Future Research Directions
      9. Picture creditS
    13. Chapter 47: Emerging Paradigms in Legal Education
      1. ABSTRACT
      2. Introduction
      3. Minor Premise: Learning by Playing and Serious Games
      4. Instructional Design Issues
      5. System Technology
      6. User Testing
      7. Outcomes and Future Developments
      8. Legal Serious Gaming: Some Recommendations
    14. Chapter 48: Computer Games for Algorithm Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. MOTIVATION
      4. RELATED WORK
      5. ALGORITHM GAME SPECIFICATION
      6. COMPUTER GAME DESIGN
      7. Game Appearance Design
      8. ALGORITHM GAME DESIGN
      9. ALGORITHM GAMES PROTOTYPES
      10. CONCLUSION
    15. Chapter 49: Context-Free Educational Games
      1. Abstract
      2. INTRODUCTION AND LITERATURE REVIEW
      3. WHAT CAN GAMES BRING TO TEACHING AND LEARNING
      4. DESCRIPTION OF THE GAME MODULE IMPLEMENTED
      5. PROPOSALS ON TEACHING USE OF THE GAME MODULE
      6. FEEDBACK RECEIVED
      7. FUTURE RESEARCH DIRECTIONS
      8. RECOMMENDATION FOR DEVELOPERS, INSTRUCTORS, POLICY MAKERS
      9. CONCLUSION
      10. Acknowledgment
    16. Chapter 50: A Study on Whether Digital Games can Effect Spatial Reasoning Skills
      1. Abstract
      2. INTRODUCTION
      3. Background
      4. the STUDY
      5. DISCUSSION AND FuTURE rESEARCH dIRECTIONS
      6. Our STUDY IN THE CONTEXT OF Game-based Learning
      7. Conclusion
      8. ACKNOWLEDGMENT
    17. Chapter 51: LEADER.edu
      1. Abstract
      2. The Nature of Leadership
      3. Approaches to Leadership Development
      4. Critical Challenges in Leadership Development Design
      5. The Case for Selecting Simulations and Games
      6. The LEADER.edu Model
      7. An Example of Leader.edu: The Ocean State University Travel Policy Scenario
      8. A Sampling of Responses
      9. In-Person Debrief
      10. Concluding Comments
      11. Recommendations
    18. Chapter 52: Digital Propensity
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. METHOD
      5. RESULTS
      6. DISCUSSION
      7. FUTURE DIRECTIONS
  13. Compilation of References
  14. About the Contributors