Handbook Of Research On Serious Games As Educational Business And Research Tools Volume 2

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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 : 53,5 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 Serious Games as Educational, Business and Research Tools

Author : Cruz-Cunha, Maria Manuela
Publisher : IGI Global
Page : 1434 pages
File Size : 48,5 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 : 41,5 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.

Serious Games and Edutainment Applications

Author : Minhua Ma,Andreas Oikonomou
Publisher : Springer
Page : 702 pages
File Size : 51,9 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.

New Perspectives in Information Systems and Technologies, Volume 2

Author : Álvaro Rocha,Ana Maria Correia,Felix . B Tan,Karl . A Stroetmann
Publisher : Springer Science & Business Media
Page : 493 pages
File Size : 55,7 Mb
Release : 2014-03-19
Category : Technology & Engineering
ISBN : 9783319059488

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New Perspectives in Information Systems and Technologies, Volume 2 by Álvaro Rocha,Ana Maria Correia,Felix . B Tan,Karl . A Stroetmann Pdf

This book contains a selection of articles from The 2014 World Conference on Information Systems and Technologies (WorldCIST'14), held between the 15th and 18th of April in Funchal, Madeira, Portugal, a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences and challenges of modern Information Systems and Technologies research, technological development and applications. The main topics covered are: Information and Knowledge Management; Organizational Models and Information Systems; Intelligent and Decision Support Systems; Software Systems, Architectures, Applications and Tools; Computer Networks, Mobility and Pervasive Systems; Radar Technologies; Human-Computer Interaction; Health Informatics and Information Technologies in Education.

Handbook of Research on Effective Electronic Gaming in Education

Author : Ferdig, Richard E.
Publisher : IGI Global
Page : 1762 pages
File Size : 53,9 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.

Serious Educational Games

Author : Anonim
Publisher : BRILL
Page : 95 pages
File Size : 43,8 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.

Trends in Neuroergonomics

Author : Wienrich, Carolin,Zander, Thorsten,Gramann, Klaus
Publisher : Universitätsverlag der TU Berlin
Page : 334 pages
File Size : 47,9 Mb
Release : 2016-03-02
Category : Medical
ISBN : 9783798328037

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Trends in Neuroergonomics by Wienrich, Carolin,Zander, Thorsten,Gramann, Klaus Pdf

Die 11. Berliner Werkstatt hat neben einer stärkeren Förderung internationaler Beiträge im Bereich der Forschung zu Mensch-Maschine-Systemen einen englischsprachigen Focus Track eingeführt. Das Thema ‘Trends in Neuroergonomics‘ konzentrierte sich auf die Nutzung von psychophysiologischen Maßen in Mensch-Maschine-Systemen. Internationale Experten haben neue Ansätze der mobilen Bildgebung menschlicher Hirnaktivität sowie neue Erkenntnisse im Bereich neuroadaptiver Technologien vorgestellt. Zwei eingeladene Gastvorträge gaben auf der diesjährigen Werkstatt einen spezifischen Einblick in diesen neuen Forschungsbereich. Neben dem neuen Focus Track boten die bewährte Mischung von Werkstatt-, Research- und Poster Tracks, die Präsentation und aktive Diskussion von aktuellen und abgeschlossenen Forschungsarbeiten aus allen Bereichen der Mensch-Maschine-Systeme. Der vorliegende Tagungsband beinhaltet alle Beiträge der 11. BWMMS. In line with our aim to encourage international contributions, we have introduced the concept of the Focus Track to allow for a dedicated track of high impact research presentations on a specific topic in human factors. This year’s Focus Track centered on mobile brain/body imaging and neuroadaptive technology. Here, the focus was on the use of psychophysiological data for Human-Machine Systems. Two invited keynote lectures have provided a deepened insight into this new research area during this Berlin Workshop. Besides the new Focus Track, the well-established mixture of Research-, Workshop-, and Poster Tracks allowed for presentations and lively discussions research projects from all areas of human factors. This conference proceeding comprises all presented papers at the 11th BWMMS.

Innovations in Mechanical Engineering II

Author : José Machado,Filomena Soares,Justyna Trojanowska,Erika Ottaviano,Petr Valášek,Mallikarjuna Reddy D.,Eduardo André Perondi,Yevheniia Basova
Publisher : Springer Nature
Page : 364 pages
File Size : 47,9 Mb
Release : 2022-06-17
Category : Technology & Engineering
ISBN : 9783031093821

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Innovations in Mechanical Engineering II by José Machado,Filomena Soares,Justyna Trojanowska,Erika Ottaviano,Petr Valášek,Mallikarjuna Reddy D.,Eduardo André Perondi,Yevheniia Basova Pdf

This book covers a variety of topics in the field of mechanical engineering, with a special focus on methods and technologies for modeling, simulation, and design of mechanical systems. Based on a set of papers presented at the 2nd International Conference “Innovation in Engineering”, ICIE, held in Minho, Portugal, on June 28–30, 2022, it focuses on innovation in mechanical engineering, spanning from advanced materials and composites, optimization of manufacturing and production processes, and converging issues and technologies in additive manufacturing and industry 4.0. It covers applications in the transport and automotive, and medical and education sector, among others. This book, which belongs to a three-volume set, provides engineering researchers and professionals with extensive and timely information on new technologies and developments in the field of mechanical engineering and materials.

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Author : Felicia, Patrick
Publisher : IGI Global
Page : 1462 pages
File Size : 49,8 Mb
Release : 2011-04-30
Category : Education
ISBN : 9781609604967

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Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches by Felicia, Patrick Pdf

"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

Author : Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer
Publisher : Springer
Page : 421 pages
File Size : 40,6 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”.

Handbook of Research on Instructional Systems and Educational Technology

Author : Kidd, Terry,Morris, Jr., Lonnie R.
Publisher : IGI Global
Page : 493 pages
File Size : 48,8 Mb
Release : 2017-04-20
Category : Education
ISBN : 9781522524007

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Handbook of Research on Instructional Systems and Educational Technology by Kidd, Terry,Morris, Jr., Lonnie R. Pdf

Incorporating new methods and approaches in learning environments is imperative to the development of education systems. By enhancing learning processes, education becomes more attainable at all levels. The Handbook of Research on Instructional Systems and Educational Technology is an essential reference source for the latest scholarly research on new models, trends, and data for solving instructional and learning challenges in education. Featuring extensive coverage on a wide range of topics such as distance education, online learning, and blended learning, this publication is ideally designed for academicians, practitioners, researchers, and students seeking current research on the latest improvements in instructional systems.

New Advances in Information Systems and Technologies

Author : Álvaro Rocha,Ana Maria Correia,Hojjat Adeli,Luis Paulo Reis,Marcelo Mendonça Teixeira
Publisher : Springer
Page : 1130 pages
File Size : 52,8 Mb
Release : 2016-03-15
Category : Technology & Engineering
ISBN : 9783319312323

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New Advances in Information Systems and Technologies by Álvaro Rocha,Ana Maria Correia,Hojjat Adeli,Luis Paulo Reis,Marcelo Mendonça Teixeira Pdf

This book contains a selection of articles from The 2016 World Conference on Information Systems and Technologies (WorldCIST'16), held between the 22nd and 24th of March at Recife, Pernambuco, Brazil. WorldCIST is a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences and challenges of modern Information Systems and Technologies research, together with their technological development and applications. The main topics covered are: Information and Knowledge Management; Organizational Models and Information Systems; Software and Systems Modeling; Software Systems, Architectures, Applications and Tools; Multimedia Systems and Applications; Computer Networks, Mobility and Pervasive Systems; Intelligent and Decision Support Systems; Big Data Analytics and Applications; Human-Computer Interaction; Health Informatics; Information Technologies in Education; Information Technologies in Radiocommunications.

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 : 49,9 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 Equity in Computer Science in P-16 Education

Author : Keengwe, Jared,Tran, Yune
Publisher : IGI Global
Page : 354 pages
File Size : 44,5 Mb
Release : 2020-11-13
Category : Education
ISBN : 9781799847403

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Handbook of Research on Equity in Computer Science in P-16 Education by Keengwe, Jared,Tran, Yune Pdf

The growing trend for high-quality computer science in school curricula has drawn recent attention in classrooms. With an increasingly information-based and global society, computer science education coupled with computational thinking has become an integral part of an experience for all students, given that these foundational concepts and skills intersect cross-disciplinarily with a set of mental competencies that are relevant in their daily lives and work. While many agree that these concepts should be taught in schools, there are systematic inequities that exist to prevent students from accessing related computer science skills. The Handbook of Research on Equity in Computer Science in P-16 Education is a comprehensive reference book that highlights relevant issues, perspectives, and challenges in P-16 environments that relate to the inequities that students face in accessing computer science or computational thinking and examines methods for challenging these inequities in hopes of allowing all students equal opportunities for learning these skills. Additionally, it explores the challenges and policies that are created to limit access and thus reinforce systems of power and privilege. The chapters highlight issues, perspectives, and challenges faced in P-16 environments that include gender and racial imbalances, population of growing computer science teachers who are predominantly white and male, teacher preparation or lack of faculty expertise, professional development programs, and more. It is intended for teacher educators, K-12 teachers, high school counselors, college faculty in the computer science department, school administrators, curriculum and instructional designers, directors of teaching and learning centers, policymakers, researchers, and students.