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
Linking existing knowledge to new knowledge by presenting it in the form of a case or a problem is a popular and effective educational approach resulting in better retention of the knowledge and impro
Neuroanesthesia: A Problem-Based Learning Approach provides an up-to-date and comprehensive review of the neuroanesthesia subspecialty. Its problem-based format incorporates a pool of practical, multi
Linking existing knowledge to new knowledge by presenting it in the form of a case or a problem is a popular and effective educational approach resulting in better retention of the knowledge and impro
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
Create a thinking classroom that helps students move from the factual to the conceptual Concept-Based Inquiry is a framework for inquiry that promotes deep understanding. The key is using guiding
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 volume presents an epistemological argument for the essential function of mid-range theory in advancing management concepts that can be usefully applied by managers. Authors analyse two examples
Teaching overly-factual content to young students is misguided: it is developmentally inappropriate, and ignores what we know about how children naturally learn. We can and should view all children as
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
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
Can you imagine being placed in an orphanage while your parents are still alive? That’s what happens to Nettie and Nellie Crook, who are only five years old in 1910 when they are removed from their ho
What would you do if your country was counting on you to deliver a message? That's sixteen-year-old Sybil Ludington’s urgent mission.In 1777, Sybil and her family believe the American colonies should
Do you have what it takes to run off and join the army, leaving your family behind? That's what John Lincoln Clem, a nine-year-old boy living in Ohio, does as the American Civil War rages on.In 1861,
What happens when everything you know is ripped suddenly away? This is the fate that befalls Mary Jemison, a twelve-year-old frontier girl living in Pennsylvania in 1758. How does Mary find the will t
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
Cancer is one of the leading killers in the world and the incidence is increasing, but most cancer patients and cancer survivors suffer much from the disease and its conventional treatments’ side effe
However, both genre studies and the study of information of today recognize that categorization is a very situated and localized activity and categorization as such cannot be an end in itself. Modern
Cancer is one of the leading killers in the world and the incidence is increasing, but most cancer patients and cancer survivors suffer much from the disease and its conventional treatments’ side effe
Cancer is one of the leading killers in the world and the incidence is increasing, but most cancer patients and cancer survivors suffer much from the disease and its conventional treatments’ side effe
Cancer is one of the leading killers in the world and the incidence is increasing, but most cancer patients and cancer survivors suffer much from the disease and its conventional treatments’ side effe
Decision makers in large scale interconnected network systems require simulation models for decision support. The behaviour of these systems is determined by many actors, situated in a dynamic, multi-
In this sixth volume of Research in Competence-Based Management, Sanchez (Copenhagen Business School, Denmark) and Heene (Ghent U. and Antwerp U., Belgium), present seven theoretical and empirical pap
Grills-Taquechel (psychology, U. of Houston, Texas) and Ollendick (childhood anxiety, Virginia Polytechnic Institute and State U.) offer a guide for clinicians to the psychopathology, assessment, and