Educational games : design, learning, and applications /

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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
Table of Contents:
  • 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
  • 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
  • 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
  • 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
  • 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