This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a ri
This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successfu
The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, an
This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning int
This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successfu
Researchers in education, education technology, and computers introduce educators to the use of virtual worlds for teaching and learning, and lead them through a number of experiences and the conc
The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings. Several educational techniques are explored, such
The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, an
The book provides a systemic view of the state of the art of Digital Game Based Learning (DGBL) across the lifespan, from the age-specific game design requirements to the technological devices that co
This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedbac
? ?This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context fo
"This book evaluates the different approaches and issues faced in integrating games into computer education settings, featuring emergent trends on the application of gaming to pedagogical strategies a
This work gathers the latest research on cognitive, metacognitive, and social aspects of serious games in educational applications. International contributors offer perspectives from educational techn
Contributed by an international group of researchers working in computer science, engineering, psychology, and other fields, the 23 chapters in this volume explore the application of 3D virtual realit
This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The se
This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Ch