Educational games : design, learning, and applications /

Saved in:
Bibliographic Details
Other Authors: Edvardsen, Frej., Kulle, Halsten.
Format: eBook
Language:English
Published: New York : Nova Science Publishers, Inc., c2010.
Series:Education in a competitive and globalizing world series.
Subjects:
Online Access:CONNECT
CONNECT
LEADER 05241cam a2200601 i 4500
001 mig00005412971
003 OCoLC
005 20210517062041.6
006 m o d
007 cr |||||||||||
008 091022s2010 nyua ob 001 0 eng
010 |a  2020678933 
019 |a 923657350  |a 1053880279  |a 1066416483  |a 1162569399  |a 1241916520 
020 |a 9781612091037  |q (ebook) 
020 |a 1612091032 
020 |z 9781608766925 
020 |z 1608766926 
035 |a (OCoLC)676696330  |z (OCoLC)923657350  |z (OCoLC)1053880279  |z (OCoLC)1066416483  |z (OCoLC)1162569399  |z (OCoLC)1241916520 
035 0 0 |a ocm00000001wrldshrocn676696330 
040 |a DLC  |b eng  |e rda  |c DLC  |d YDXCP  |d E7B  |d OCLCF  |d NLGGC  |d EBLCP  |d AGLDB  |d VTS  |d STF  |d WYU  |d AU@  |d K6U  |d N$T  |d OCLCO  |d VLY 
049 |a TXMM 
050 0 0 |a LB1029.S53 
082 0 0 |a 371.39/7  |2 22 
245 0 0 |a Educational games :  |b design, learning, and applications /  |c Frej Edvardsen and Halsten Kulle, editors. 
264 1 |a New York :  |b Nova Science Publishers, Inc.,  |c c2010. 
300 |a 1 online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Education in a competitive and globalizing world 
504 |a Includes bibliographical references and index. 
588 |a Description based on print version record. 
505 0 |a EDUCATIONAL GAMES: DESIGN, LEARNING AND APPLICATIONS -- EDUCATIONAL GAMES: DESIGN, LEARNING AND APPLICATIONS -- CONTENTS -- PREFACE -- PERSUASION ON-LINE AND COMMUNICABILITY:THE DESTRUCTION OF CREDIBILITY IN THEVIRTUAL COMMUNITY AND COGNITIVE MODELS -- Abstract -- Introduction -- 2. Techniques and Methods -- 3. Models and Guidelines for Interactive Design -- 3.1. Professionals for Cognitive Models and Design -- 3.2. Models and Metaphors: Empathy and Inference for Interfaces -- 3.3. Models for Interactive Users: Diachronic Evolution 
505 8 |a 4. From Human-Computer Communication to Human-ComputerInteraction4.1. Competence of the Interactive System and the User's Change ofBehaviour -- 5. Persuasion: Main Variables of Communication in the VirtualCommunity -- 6. Persuasion Complexity: Dynamic Persuader and InteractivePersuaded Person -- 7. Persuasion, Education and New Technologies -- 7.1. Educational Websites and Credibility Factors -- 7.2. A Set of Main Components that Foster the Validity of on-LineEducational Information through Persuasion -- 8. Lesson Learned and Conclusion -- Acknowledgments 
505 8 |a Annex SectionReferences -- EDUCATIONAL GAMES AND COMMUNICABILITY:DESIGN, LEARNING AND INTERACTIVEAPPLICATIONS -- Abstract -- Introduction -- Education and Children -- New Technologies in the Classrooms: The Context Factor -- Hypertext, Multimedia and Hypermedia Off-Line:Hardware and Software Evolution -- Computer Graphics and Interaction in Video Games -- Internet, Contents and Video Games for Children -- Edutainment -- Classification of the Video Games -- Role and Adventure Games -- Action Games -- Simcity and the Sims: A New Era for Video Games 
505 8 |a Communicability, Usability and Heuristic Assessment:Obtainment of the MetricsHeuristic Assessment Modalities -- Lesson Learned -- Conclusions -- Acknowledgments -- Appendix #1: Examples of Metrics -- Appendix #2: CD-ROM, DVD and Website -- References -- PLAYING TO LEARN: EXPERIENCES IN VIRTUALBIOLOGY ENVIRONMENTS -- Abstract -- Introduction -- Organisation in the Chapter -- Context -- The Conceptual Framework of Play Applied in This Chapter -- Playing to Learn -- Motivating Learning through Play -- Self-Regulated Learning -- Problem-Solving 
505 8 |a Opportunities to Solve Some Challenges in Science Educationthrough Playing in Virtual EnvironmentsPlaying Science Games -- Implementing a Game into a School Curriculum -- Considerations in Designing Educational Games in Virtual Spaces -- Virtual Environments (VE) -- Micro-worlds -- Virtual Realities (Vrs) (Activities in Micro-Worlds in Ves) -- Virtual Realities or Practical Work? -- Evaluating a Game for Learning -- 1. Technical Issues -- 1.1. Skills / Knowledge Required -- 1.2. Compatibility of the Programme with School ICT / Computers 
546 |a English. 
590 |a EBSCO eBook Academic Comprehensive Collection North America 
650 0 |a Education  |x Simulation methods. 
650 0 |a Educational games. 
700 1 |a Edvardsen, Frej. 
700 1 |a Kulle, Halsten. 
730 0 |a WORLDSHARE SUB RECORDS 
776 0 8 |i Print version:  |t Educational games  |d New York : Nova Science Publishers, Inc., c2010.  |z 9781608766925  |w (DLC) 2009043048 
830 0 |a Education in a competitive and globalizing world series. 
856 4 0 |u https://ezproxy.mtsu.edu/login?url=https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=343883  |z CONNECT  |3 EBSCO  |t 0 
907 |a 4687792  |b 05-23-21  |c 07-02-20 
998 |a wi  |b 05-23-21  |c m  |d z   |e -  |f eng  |g nyu  |h 0  |i 2 
994 |a 92  |b TXM 
999 f f |i 78e5c3a0-1feb-41dd-af2e-675edd5a4322  |s 666c84fa-6abf-4a3a-92f3-1186560e42a6  |t 0 
952 f f |t 1  |e LB1029.S53  |h Library of Congress classification 
856 4 0 |3 EBSCO  |t 0  |u https://ezproxy.mtsu.edu/login?url=https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=343883  |z CONNECT