Handbook Of Research On Serious Games As Educational Business And Research Tools

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Handbook of Research on Serious Games as Educational, Business and Research Tools

Author : Cruz-Cunha, Maria Manuela
Publisher : IGI Global
Page : 1434 pages
File Size : 46,7 Mb
Release : 2012-02-29
Category : Education
ISBN : 9781466601505

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Handbook of Research on Serious Games as Educational, Business and Research Tools by Cruz-Cunha, Maria Manuela Pdf

"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 Serious Games for Educational Applications

Author : Zheng, Robert,Gardner, Michael K.
Publisher : IGI Global
Page : 496 pages
File Size : 53,9 Mb
Release : 2016-08-01
Category : Education
ISBN : 9781522505143

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Handbook of Research on Serious Games for Educational Applications by Zheng, Robert,Gardner, Michael K. Pdf

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 (Volume 2 )

Author : MARIA MANUELA CRUZ-CUNHA.
Publisher : Information Science Reference
Page : 806 pages
File Size : 46,5 Mb
Release : 2012-02-29
Category : Computer games
ISBN : 1668425467

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Handbook of Research on Serious Games as Educational, Business and Research Tools (Volume 2 ) by MARIA MANUELA CRUZ-CUNHA. Pdf

"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 Decision-Making Capabilities Improvement With Serious Games

Author : Correia, Anacleto,Simões-Marques, Mário
Publisher : IGI Global
Page : 459 pages
File Size : 52,6 Mb
Release : 2023-07-10
Category : Business & Economics
ISBN : 9781668491676

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Handbook of Research on Decision-Making Capabilities Improvement With Serious Games by Correia, Anacleto,Simões-Marques, Mário Pdf

How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

Handbook of Research on Effective Electronic Gaming in Education

Author : Ferdig, Richard E.
Publisher : IGI Global
Page : 1762 pages
File Size : 46,7 Mb
Release : 2008-07-31
Category : Technology & Engineering
ISBN : 9781599048116

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Handbook of Research on Effective Electronic Gaming in Education by Ferdig, Richard E. Pdf

"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 Promoting Economic and Social Development Through Serious Games

Author : Bernardes, Oscar,Amorim, Vanessa
Publisher : IGI Global
Page : 665 pages
File Size : 48,6 Mb
Release : 2022-03-18
Category : Computers
ISBN : 9781799897347

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Handbook of Research on Promoting Economic and Social Development Through Serious Games by Bernardes, Oscar,Amorim, Vanessa Pdf

While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.

Serious Games and Edutainment Applications

Author : Minhua Ma,Andreas Oikonomou
Publisher : Springer
Page : 702 pages
File Size : 40,6 Mb
Release : 2017-03-03
Category : Computers
ISBN : 9783319516455

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Serious Games and Edutainment Applications by Minhua Ma,Andreas Oikonomou Pdf

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

Author : Anacleto Correia,Mário Simões-Marques
Publisher : Information Science Reference
Page : 0 pages
File Size : 48,7 Mb
Release : 2023
Category : Cognition
ISBN : 1668491664

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Handbook of Research on Decision-Making Capabilities Improvement With Serious Games by Anacleto Correia,Mário Simões-Marques Pdf

How can a group be empowered to improve their ability to make decisions while also reinforcing the group's intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

Psychology, Pedagogy, and Assessment in Serious Games

Author : Connolly, Thomas M.
Publisher : IGI Global
Page : 522 pages
File Size : 42,6 Mb
Release : 2013-11-30
Category : Education
ISBN : 9781466647749

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Psychology, Pedagogy, and Assessment in Serious Games by Connolly, Thomas M. Pdf

"This book addresses issues the potential of games to support learning and change behaviour offering empirical evidence pertaining to the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"--

Serious Educational Games

Author : Anonim
Publisher : BRILL
Page : 95 pages
File Size : 52,9 Mb
Release : 2008-01-01
Category : Education
ISBN : 9789087903817

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Serious Educational Games by Anonim Pdf

Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.

Handbook of Research on Emerging Perspectives on Healthcare Information Systems and Informatics

Author : Tan, Joseph
Publisher : IGI Global
Page : 641 pages
File Size : 50,5 Mb
Release : 2018-05-11
Category : Medical
ISBN : 9781522554615

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Handbook of Research on Emerging Perspectives on Healthcare Information Systems and Informatics by Tan, Joseph Pdf

Over the decades, the fields of health information systems and informatics have seen rapid growth. Such integrative efforts within the two disciplines have resulted in emerging innovations within the realm of medicine and healthcare. The Handbook of Research on Emerging Perspectives on Healthcare Information Systems and Informatics provides emerging research on the innovative practices of information systems and informatic software in providing efficient, safe, and impactful healthcare systems. While highlighting topics such as conceptual modeling, surveillance data, and decision support systems, this handbook explores the applications and advancements in technological adoption and application of information technology in health institutions. This publication is a vital resource for hospital administrators, healthcare professionals, researchers, and practitioners seeking current research on health information systems in the digital era.

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

Author : Bernardes, Oscar,Amorim, Vanessa,Moreira, António Carrizo
Publisher : IGI Global
Page : 657 pages
File Size : 52,6 Mb
Release : 2022-01-28
Category : Computers
ISBN : 9781799892250

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Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations by Bernardes, Oscar,Amorim, Vanessa,Moreira, António Carrizo Pdf

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.

Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Author : Pieter Wouters,Herre van Oostendorp
Publisher : Springer
Page : 218 pages
File Size : 43,6 Mb
Release : 2016-10-31
Category : Education
ISBN : 9783319392981

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Instructional Techniques to Facilitate Learning and Motivation of Serious Games by Pieter Wouters,Herre van Oostendorp Pdf

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, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.

Serious Games

Author : Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer
Publisher : Springer
Page : 421 pages
File Size : 42,9 Mb
Release : 2018-06-14
Category : Computers
ISBN : 3319821377

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Serious Games by Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer Pdf

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

The Complete Guide to Simulations and Serious Games

Author : Clark Aldrich
Publisher : John Wiley & Sons
Page : 578 pages
File Size : 49,5 Mb
Release : 2009-09-17
Category : Business & Economics
ISBN : 9780470506745

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The Complete Guide to Simulations and Serious Games by Clark Aldrich Pdf

"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.