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Psychology, Pedagogy, and Assessment in Serious Games

Book Description

As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate, Serious Games have emerged as an effective tool for the purpose of learning, skill acquisition, and training. Psychology, Pedagogy, and Assessment in Serious Games addresses this issue by offering empirical evidence for the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment. Emphasizing both the theory and practice in the learning and training of Serious Games, this book is useful to educationalists, researchers, sociologists, and psychologists interested in the potential of games to support learning and change behavior.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
  5. Foreword
  6. Preface
    1. INTRODUCTION
    2. MISSION AND MAIN OBJECTIVES OF THE BOOK
    3. INTENDED AUDIENCE
    4. OVERVIEW OF THE CHAPTERS
  7. Section 1: Psychology and Serious Games
    1. Chapter 1: Psychological Aspects of Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CONCLUSION
    2. Chapter 2: Executive Functions in Digital Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
    3. Chapter 3: The Road to Critical Thinking and Intelligence Analysis
      1. ABSTRACT
      2. INTRODUCTION
      3. RELEVANT COMPETENCES
      4. COGNITIVE AND DECISION-MAKING BIASES
      5. CRITICAL THINKING DEVELOPMENT
      6. A GAME THEORY BASED SUPPORTING TOOL
      7. CONCLUSION
    4. Chapter 4: Time Factor Assessment in Game-Based Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. TIME ASSESSMENT IN GBL
      4. METAVALS CASE STUDY
      5. RESULTS
      6. DISCUSSION
      7. CONCLUSION AND FURTHER RESEARCH
      8. LESSONS LEARNT AND TIPS FOR PRACTITIONERS
    5. Chapter 5: Neurofeedback and Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. AN EMERGING NEW FIELD: HOW NEUROFEEDBACK AND SERIOUS GAMES CAN BENEFIT FROM ONE ANOTHER
      5. DIFFERENT NEUROIMAGING TECHNIQUES AND THEIR APPLICATION IN NEUROFEEDBACK
      6. EEG
      7. MRI
      8. NIRS
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
    6. Chapter 6: Disrupting the Magic Circle
      1. ABSTRACT
      2. INTRODUCTION
      3. MORALS AND GAMES
      4. MOTIVATIONS FOR GAME-PLAYING
      5. NEGATIVE BEHAVIOURS IN GAMES
      6. NEGATIVE GAMING AND THE MAGIC CIRCLE
      7. IMPLICATIONS FOR GAME-BASED LEARNING
    7. Chapter 7: Non-Player Characters and Artificial Intelligence
      1. ABSTRACT
      2. INTRODUCTION
      3. CASE STUDIES
      4. DISCUSSION
      5. CONCLUSION
    8. Chapter 8: Individual Differences in the Enjoyment and Effectiveness of Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. MAIN FOCUS OF THE ARTICLE
      4. DEMOGRAPHIC CHARACTERISTICS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    9. Chapter 9: Rhetoric of Play
      1. ABSTRACT
      2. INTRODUCTION
      3. THE GAMER IN VIDEO GAMES
      4. RECOMMENDATION
      5. FUTURE RESEARCH
      6. CONCLUSION
      7. APPENDIX
    10. Chapter 10: Games and Social Networks
      1. ABSTRACT
      2. INTRODUCTION
      3. SOCIAL NETWORK GAMES
      4. SERIOUS SOCIAL NETWORK GAMES
      5. SOCIAL TV GAMES
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
  8. Section 2: Pedagogy and Assessment
    1. Chapter 11: What is the “Learning” in Games-Based Learning?
      1. ABSTRACT
      2. INTRODUCTION
      3. LEARNING THEORY AND GBL
      4. BENEFITS TO LEARNING: EVIDENCE FROM EMPIRICAL STUDIES
      5. THE BENEFITS FOR MOTIVATION AND ENGAGEMENT
      6. CONCLUSION
    2. Chapter 12: Games for and by Teachers and Learners
      1. ABSTRACT
      2. INTRODUCTION
      3. GAMES FOR AND BY TEACHERS AND LEARNERS: AN OVERVIEW
      4. GAMES FOR AND BY TEACHERS
      5. GAMES FOR AND BY LEARNERS
      6. CONCLUSION
    3. Chapter 13: A Randomised Controlled Trial to Evaluate Learning Effectiveness Using an Adaptive Serious Game to Teach SQL at Higher Education Level
      1. ABSTRACT
      2. INTRODUCTION
      3. PREVIOUS RESEARCH
      4. PROCEDURE
      5. RESULTS
      6. DISCUSSION
    4. Chapter 14: The Quest for a Massively Multiplayer Online Game that Teaches Physics
      1. ABSTRACT
      2. INTRODUCTION
      3. EDUCATION REVIEW
      4. ENTERTAINMENT REVIEW
      5. CASE 1: MVOL (2002)
      6. CASE 2: MMUSCLE (2003-2004)
      7. CASE 3: PAST (2005-2008)
      8. CHAPTER SUMMARY
    5. Chapter 15: Assessment Integration in Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. LEARNING OUTCOMES AND ASSESSMENT
      4. LITERATURE REVIEW
      5. EXAMPLES OF ASSESSMENT IN SERIOUS GAMES
      6. DISCUSSION/CONCLUSION
    6. Chapter 16: A Case for Integration
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND: A LENS ON ASSESSMENT
      4. A COMBINED APPROACH
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    7. Chapter 17: A Brief Methodology for Researching and Evaluating Serious Games and Game-Based Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. IN SEARCH OF A METHODOLOGY
      4. FRAME-REFLECTIVE ANALYSIS
      5. METHODOLOGY: RATIONALE AND CONCEPTUAL MODEL
      6. QUASI-EXPERIMENTAL RESEARCH DESIGN
      7. DATA-GATHERING
      8. VALIDATED INSTRUMENTS AND TOOLS
      9. OPERATIONALISATION OF THE RESEARCH MODEL AND HYPOTHESES
      10. RESEARCH AND PROFESSIONAL ETHICS
      11. CONCLUSION
    8. Chapter 18: Study Design and Data Gathering Guide for Serious Games’ Evaluation
      1. ABSTRACT
      2. INTRODUCTION
      3. EVALUATION METHODS FOR SG LEARNING OUTCOMES
      4. CASE STUDIES
      5. DISCUSSION AND CONCLUSION
  9. Compilation of References
  10. About the Contributors