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其他作者 | Ferdig, Richard E.
(Richard Eugene) |
| Freitas, Sara de |
說明 | electronic texts (315 p.) : digital files |
附註 | Includes bibliographical references |
| 1. Toward a theory of game-media literacy: playing and building as reading and writing / Idit Harel Caperton -- 2. Narratizing disciplines and disciplinizing narratives: games as 21st century curriculum / Sasha A. Barab, Tyler Dodge and Adam Ingram-Goble -- 3. Exploring cognitive load in immersive educational games: the SAVE Science Project / Brian C. Nelson, Diane Jass Ketelhut and Catherine Schifter -- 4. Multi-modal investigations of relationship play in virtual worlds / Yasmin B. Kafai, Deborah Fields and Kristin A. Searle -- 5. A next gen interface for embodied learning: SMALLab and the Geological Layer Cake / David Birchfield and Mina Johnson-Glenberg -- 6. Wee Wii: preschoolers and motion-based game play / J. Alison Bryant, Anna Akerman and Jordana Drell -- 7. Decoupling aspects in board game modeling / Fulvio Frapolli ... [et al.] -- 8. Effects of playing a history-simulation game: Romance of Three Kingdoms / Shiang-Kwei Wang -- 10. Effects of built-in audio versus unrelated background music on performance in an adventure role-playing game / Siu-Lan Tan, John Baxa and Matthew P. Spackman -- 11. Measuring student perceptions: designing an evidenced centered activity model for a serious educational game development software / Leonard A. Annetta, Shawn Holmes and Meng-Tzu Cheng -- 12. Computer-generated three-dimensional training environments: the simulation, user, and problem-based learning (SUPL) approach / Michael Garrett and Mark McMahon -- |
| 13. Friendship, closeness and disclosure in Second Life / Don Heider and Adrienne L. Massanari -- 14. Computer gaming scenarios for product development teams / Andrew J. Wodehouse and William J. Ion -- 15. Adaptive interactive narrative model to teach ethics / Rania Hodhod, Daniel Kudenko and Paul Cairns -- 16. Bio-affective computer interface for game interaction / Jorge Arroyo-Palacios and Daniela M. Romano -- 17. Evaluating user experience of actual and imagined movement in BCI gaming / Bram van de Laar ... [et al.] -- 18. Towards games for knowledge acquisition and modeling / Stijn Hoppenbrouwers, Bart Schotten and Peter Lucas -- 19. Automated event recognition for football commentary generation / Maliang Zheng and Daniel Kudenko |
| Restricted to subscribers or individual electronic text purchasers |
| "This book investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business, exploring psychological, social, and cultural implications of games and simulations"--Provided by publisher |
| Also available in print |
| Mode of access: World Wide Web |
主題 | Computer-assisted instruction |
| Shared virtual environments |
| Computer gaming scenarios |
| Computer-generated training environments |
| Embodied learning |
| Games for knowledge acquisition and modeling |
| Immersive educational games |
| Interfaces for game interaction |
| Motion-based game play |
| Play in virtual worlds |
| User experience |
| Virtual space design |
ISBN/ISSN | 9781466600300 (ebook) |
| 9781466600294 (hardcover) |
| 9781466600317 (print & perpetual access) |
| 10.4018/978-1-4666-0029-4 |