Handbook of Research on Serious Games for Educational Applications
Title | Handbook of Research on Serious Games for Educational Applications PDF eBook |
Author | Zheng, Robert |
Publisher | IGI Global |
Pages | 524 |
Release | 2016-08-01 |
Genre | Education |
ISBN | 1522505148 |
Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.
Handbook of Research on Serious Games as Educational, Business and Research Tools
Title | Handbook of Research on Serious Games as Educational, Business and Research Tools PDF eBook |
Author | Cruz-Cunha, Maria Manuela |
Publisher | IGI Global |
Pages | 1434 |
Release | 2012-02-29 |
Genre | Education |
ISBN | 1466601507 |
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.
Handbook of Research on Effective Electronic Gaming in Education
Title | Handbook of Research on Effective Electronic Gaming in Education PDF eBook |
Author | Ferdig, Richard E. |
Publisher | IGI Global |
Pages | 1762 |
Release | 2008-07-31 |
Genre | Technology & Engineering |
ISBN | 1599048116 |
"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.
Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
Title | Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches PDF eBook |
Author | Felicia, Patrick |
Publisher | IGI Global |
Pages | 1374 |
Release | 2011-04-30 |
Genre | Education |
ISBN | 1609604962 |
"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.
Serious Games for Healthcare: Applications and Implications
Title | Serious Games for Healthcare: Applications and Implications PDF eBook |
Author | Arnab, Sylvester |
Publisher | IGI Global |
Pages | 370 |
Release | 2012-07-31 |
Genre | Health & Fitness |
ISBN | 146661904X |
With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.
Serious Game Design and Development: Technologies for Training and Learning
Title | Serious Game Design and Development: Technologies for Training and Learning PDF eBook |
Author | Cannon-Bowers, Jan |
Publisher | IGI Global |
Pages | 382 |
Release | 2010-02-28 |
Genre | Computers |
ISBN | 1615207406 |
"With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.
Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations
Title | Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations PDF eBook |
Author | Bernardes, Oscar |
Publisher | IGI Global |
Pages | 657 |
Release | 2022-01-28 |
Genre | Computers |
ISBN | 1799892255 |
Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.