ΠΠ·Π΄Π°ΡΠ΅Π»ΡΡΡΠ²ΠΎ IOS Press, 2006. β 333 p.<div class="bb-sep"></div>The aim of the interdisciplinary workshop Affective and Emotional Aspects of Human- Computer Interaction: Emphasis on Game-Based and Innovative Learning Approaches is to define new research directions related to affective and emotional
Games-based learning advancements for multi-sensory human computer interfaces: techniques and effective practices
β Scribed by Thomas Connolly, Thomas Connolly, Mark Stansfield, Liz Boyle
- Publisher
- Information Science Reference
- Year
- 2009
- Tongue
- English
- Leaves
- 395
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
Games-based learning focuses on the exploration of high-quality computer games and associated software tools for education and training.
Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices disseminates knowledge on the theory and practice of games-based learning, promoting the development and adoption of best practices. Through a combination of theoretical chapters as well as practical case studies, readers will benefit from expert knowledge and learn from the experiences of both researchers and practitioners from across the globe.
β¦ Table of Contents
Title......Page 2
Table of Contents......Page 4
Detailed Table of Contents......Page 7
Foreword......Page 14
Preface......Page 17
Introduction to Games-Based
Learning......Page 24
Learning and Teaching
with Computer Games in
Higher Education......Page 41
Multi-User Virtual Environments
for Learning Meet Learning
Management......Page 57
Observation as a Requisite
for Game-Based Learning
Environments......Page 74
Content Integration in
Games-Based Learning Systems......Page 96
Drawing Circles in the Sand:
Integrating Content into Serious Games......Page 107
The DODDEL Model:
A Flexible Document-Oriented Model
for the Design of Serious Games......Page 121
Games-Based Learning,
Destination Feedback and
Adaptation:
A Case Study of an Educational
Planning Simulation......Page 142
Profiling Users in Educational
Games......Page 154
The Use of RoleβPlaying
in Learning......Page 180
Telling Stories with Digital
Board Games:
Narrative Game Worlds in
Literacies Learning......Page 197
The Path between Pedagogy
and Technology:
Establishing a Theoretical Basis for
the Development of Educational
Game Environments......Page 214
Towards a Development
Approach to Serious Games......Page 238
Current Practices in Serious
Game Research:
A Review from a Learning
Outcomes Perspective......Page 255
Towards the Development
of a Games-Based Learning
Evaluation Framework......Page 274
Games-Based Learning in the
Classroom and How it can
Work!......Page 297
Games for Learning:
Does Gender Make a Difference?......Page 311
Digital Games-Based Learning
for Students with Intellectual
Disability......Page 327
Compilation of References......Page 349
About the Contributors......Page 386
Index......Page 393
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