Document Type
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BL
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Record Number
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971922
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Doc. No
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b726292
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Main Entry
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Ferdig, Richard E., (Richard Eugene)
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Title & Author
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Handbook of research on effective electronic gaming in education /\ Richard E. Ferdig.
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Publication Statement
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Hershey, PA :: Information Science Reference,, ©2009.
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Page. NO
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1 online resource (3 volumes (lvii, 1486, [33] pages)) :: illustrations
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ISBN
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1299821685
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: 1599048116
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: 9781299821682
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: 9781599048116
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1599048086
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9781599048086
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Bibliographies/Indexes
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Includes bibliographical references and index.
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Contents
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Title Page -- Editorial Advisory Board -- List of Contributors -- Table of Contents -- Detailed Table of Contents -- Foreword -- Preface -- About the Editor -- Acknowledgment -- Reviewer Acknowledgment -- Section I: A Review of Research on Educational Gaming -- Chapter I: A Qualitative Meta-Analysis of Computer Games as Learning Tools -- Chapter II: Games, Claims, Genres, and Learning -- Chapter III: Massively Multiplayer Online Role-Play Games for Learning -- Chapter IV: An Investigation of Current Online Educational Games
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Chapter V: Augmented Reality Gaming in Education for Engaged LearningChapter VI: Mobility, Games, and Education -- Chapter VII: Game Interfaces as Bodily Techniques -- Chapter VIII: A Window on Digital Games Interactions in Home Settings -- Chapter IX: Enhanced Interaction in Mixed Social Environments -- Chapter X: Electronic Gaming in Germany as Innovation in Education -- Section II: Educational Gaming in K-12 or Teacher Education Contexts -- Chapter XI: A Guide to Integrating COTS Games into Your Classroom
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Chapter XII: Productive Gaming and the Case for Historiographic Game-PlayChapter XIII: Game-Based Historical Learning -- Chapter XIV: The Role of MMORPGs in Social Studies Education -- Chapter XV: Video Games, Reading, and Transmedial Comprehension -- Chapter XVI: COTS Computer Game Effectiveness -- Chapter XVII: Teacher Gamers vs. Teacher Non-Gamers -- Chapter XVIII: Using Online Simulation to Engage Users in an Authentic Learning Environment -- Chapter XIX: Pre-Service Computer Teachers as 3D Educational Game Designers
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Chapter XX: Adolescents Teaching Video Game Making�Who is the Expert Here?Section III: Educational Gaming in Other Learning Contexts -- Chapter XXI: Online Games as Powerful Food Advertising to Children -- Chapter XXII: Changing Health Behavior Through Games -- Chapter XXIII: An Overview of Using Electronic Games for Health Purposes -- Chapter XXIV: MMORPGs and Foreign Language Education -- Chapter XXV: A Video Game, a Chinese Otaku, and Her Deep Learning of a Language -- Chapter XXVI: Developing a Serious Game for Police Training
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Chapter XXVII: Game-Based Learning in Design HistoryChapter XXVIII: A Policy Game in a Virtual World -- Chapter XXIX: Teaching OOP and COP Technologies via Gaming -- Chapter XXX: Using Games to Teach Design Patterns and Computer Graphics -- Chapter XXXI: A 3D Environment for Exploring Algebraic Structure and Behavior -- Chapter XXXII: Surviving the Game -- Section IV: Educational Gaming Research Tools and Methods -- Chapter XXXIII: Wag the Kennel: Games, Frames, and the Problem of Assessment -- Chapter XXXIV: Character Attachment in Games as Moderator for Learning
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Abstract
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"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.
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Subject
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Electronic games, Handbooks, manuals, etc.
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Subject
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Simulation games in education, Handbooks, manuals, etc.
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Subject
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EDUCATION-- Experimental Methods.
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Subject
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Electronic games.
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Subject
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Simulation games in education.
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Dewey Classification
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371.39/7
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LC Classification
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LB1029.S53H36 2009eb
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