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Serious Educational Game Assessment


Serious Educational Game Assessment
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Serious Educational Game Assessment Practical Methods And Models For Educational Games Simulations And Virtual Worlds


Serious Educational Game Assessment Practical Methods And Models For Educational Games Simulations And Virtual Worlds
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Author : L.A. Annetta
language : en
Publisher: Springer Science & Business Media
Release Date : 2011-07-22

Serious Educational Game Assessment Practical Methods And Models For Educational Games Simulations And Virtual Worlds written by L.A. Annetta and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-07-22 with Education categories.


In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.



Serious Educational Game Assessment


Serious Educational Game Assessment
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Author : Leonard Annetta
language : en
Publisher:
Release Date : 2011

Serious Educational Game Assessment written by Leonard Annetta and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011 with categories.




Psychology Pedagogy And Assessment In Serious Games


Psychology Pedagogy And Assessment In Serious Games
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Author : Connolly, Thomas M.
language : en
Publisher: IGI Global
Release Date : 2013-11-30

Psychology Pedagogy And Assessment In Serious Games written by Connolly, Thomas M. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-11-30 with Education categories.


"This book addresses issues the potential of games to support learning and change behaviour offering empirical evidence pertaining to the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"--



Psychology Pedagogy And Assessment In Serious Games


Psychology Pedagogy And Assessment In Serious Games
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Author : Thomas M. Connolly
language : en
Publisher: Information Science Publishing
Release Date : 2013-10

Psychology Pedagogy And Assessment In Serious Games written by Thomas M. Connolly and has been published by Information Science Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-10 with Computers categories.


"This book addresses issues the potential of games to support learning and change behaviour offering empirical evidence pertaining to the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"--



Serious Games And Edutainment Applications


Serious Games And Edutainment Applications
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Author : Minhua Ma
language : en
Publisher: Springer Science & Business Media
Release Date : 2011-12-10

Serious Games And Edutainment Applications written by Minhua Ma and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-12-10 with Computers categories.


The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.



Serious Games Analytics


Serious Games Analytics
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Author : Christian Sebastian Loh
language : en
Publisher: Springer
Release Date : 2015-06-13

Serious Games Analytics written by Christian Sebastian Loh and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-06-13 with Education categories.


This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.



Game Based Assessment Revisited


Game Based Assessment Revisited
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Author : Dirk Ifenthaler
language : en
Publisher: Springer Nature
Release Date : 2019-11-05

Game Based Assessment Revisited written by Dirk Ifenthaler and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-11-05 with Education categories.


The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.



Assessment In Game Based Learning


Assessment In Game Based Learning
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Author : Dirk Ifenthaler
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-06-13

Assessment In Game Based Learning written by Dirk Ifenthaler and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-06-13 with Education categories.


The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.



Serious Games


Serious Games
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Author : Ralf Dörner
language : en
Publisher: Springer
Release Date : 2016-08-25

Serious Games written by Ralf Dörner and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-08-25 with Computers categories.


This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.



Serious Games


Serious Games
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Author : Ute Ritterfeld
language : en
Publisher: Routledge
Release Date : 2009-09-10

Serious Games written by Ute Ritterfeld and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-09-10 with Education categories.


Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.