Handbook of research on immersive digital games in educational environments /

"This book explores how to adopt these new methods and applications supported with information technology tools and resources successfully, focusing on the area of digital educational games and game-based learning in 3D or immersive environments. It covers the introduction of new pedagogical pr...

Full description

Saved in:
Bibliographic Details
Other Authors: Krassmann, Aliane Loureiro, 1985- (Editor)
Format: Book
Published: Hershey, PA : IGI Global, [2019]
Series:Advances in Educational Technologies and Instructional Design (AETID) Book Series
Table of Contents:
  • Gamified virtual environment and interaction design for activities of daily living training : beyond the horizon of assistive technology / Isabel Cristina Silva, Luan Nesi, Viviane Machado
  • Augmented reality musical app to support children's musical education / Bruno Lemos, Gilda Assis, Marilena Nascimento, Roseli Lopes, Ana Grasielle Corrêa
  • Grounds for summative evaluation of educational digital games and their implications in school scenario / Isa coutinho, Lynn Alves
  • Digital games in the context of the basic school : a pedagogical proposal / Míria dos Santos, Camila Peres, Marcelo Schmitt, Andre Peres
  • Digital games : learning spaces for executive functions stimulation / Lynn Rosalina Alves
  • Gamificação aplicada ao ensino de algorítimos e programação através de um jogo sério / Thiago Dantas, Patricia Lopes, Erico do Amaral
  • Developing a clearer understanding of genre and mobile gameplay / Boaventura DaCosta, Soonhwa Seok
  • Using game development to teach programming / Valéria Martins, Maria Eliseo, Nizam Omar, Marcia Luciana Castro, Ana Grasielle Corrêa
  • The use of augmented reality as a teaching tool / Ilana Concilio, Beatriz Pacheco, Ana Grasielle Corrêa
  • Digital games and gamification features in learning and teaching process / Ilana Concilio, Pedro Braga
  • Three dimensional virtual laboratories and simulations for education : classification, criteria for efficacy, benefits, and criticism / Mohamed Abdalla
  • Digital games for computing education : what are the benefits? / Giani Petri, Christiane Gresse von Wangenheim, Adriano Borgatto, Alejandro Calderón, Mercedes Ruiz
  • Serious games tools to support the literacy process / Fabiana Lorenzi, Lucas Dumer, Rafael Vernetti, Diego Pereira, Eliseo Reategui, Daniel Epstein
  • Examining motivational game features for students with learning disabilities or attention disorders / Corey Heath, Troy McDaniel, Sethuraman Panchanathan
  • The uses of games that transcend the play and mediate learning / Pollyana Notargiacomo, Felipe Cabrini, Daniel Ohata, Rafael Martins, Rafael Brancaccio, Rafael Marin.