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Saturday, April 18, 2020 | History

3 edition of Handbook of research on serious games as educational, business and research tools found in the catalog.

Handbook of research on serious games as educational, business and research tools

Maria Manuela Cruz-Cunha

Handbook of research on serious games as educational, business and research tools

  • 198 Want to read
  • 3 Currently reading

Published by Information Science Reference in Hershey PA .
Written in English

    Subjects:
  • Internet games,
  • Computer games,
  • Design,
  • Research

  • Edition Notes

    Includes bibliographical references and index.

    StatementMaria Manuela Cruz-Cunha, editor
    Classifications
    LC ClassificationsQA76.76.C672 H3518 2012
    The Physical Object
    Paginationp. cm.
    ID Numbers
    Open LibraryOL25186533M
    ISBN 109781466601499, 9781466601505, 9781466601512
    LC Control Number2011052073

    Background and s games are generally considered to have positive effects on many aspects of learner engagement as well as on cognitive learning gains and subject-related interest. Yet few studies have examined which combination of game elements influence engagement and learning, and how these factors are by: 4. Gamified applications and serious games were designed for a variety of health topics, yet there was a slight difference perceived between the major health topics investigated in both areas. Chronic disease management and rehabilitation was the most frequently investigated health domain in the selected studies on both gamification and serious by:


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Handbook of research on serious games as educational, business and research tools by Maria Manuela Cruz-Cunha Download PDF EPUB FB2

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

Including research on the. Handbook of Research on Serious Games as Educational, Business and Research Tools: Development and Design collects 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.

Including Cited by: Handbook of Research on Serious Games as Educational, Business and Research Tools "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".

Norms, Practices, and Rules of Virtual Community of Online Gamers: Applying the Institutional Theoretical Lens. In M. Cruz-Cunha (Ed.), Handbook of Research on Serious Games as Educational, Business and Research Tools (pp.

).Author: Shafiz Affendi Mohd Yusof. In book: Handbook of Research on Serious Games as Educational, Business and Research Tools, Chapter: 32, Publisher: IGI Global, Editors: Maria Manuela Cruz-Cunha, pp Cite this publication. Get this from a library. Handbook of research on serious games as educational, business and research tools.

[Maria Manuela Cruz-Cunha;] -- "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.

In order to maximize the potential and profit of serious games, organizations, researchers, and developers must understand the opportunities and challenges presented by this new tool in all of its domains of ok of Research on Serious Games as Educational, Business and Research Tools: Development and Design collects research on Cited by: 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 Cited by: 2.

Handbook of research on serious games as educational, business and research tools / Maria Manuela Cruz-Cunha [editor]. Format Book Published Hershey, PA: Information Science Reference, c Description 2 v.: ill.

; 29 cm. Other contributors Cruz-Cunha, Maria Manuela, Notes. In book: Handbook of Research on Serious Games as Educational, Business and Research Tools, Chapter: 30, Publisher: Hershey, PA, Editors: M.

Cruz-Cunha, pp Cite this publication Marco. Handbook of Research on Serious Games as Educational, Business and Research Tools: Development and Design collects 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 : IGI Global.

Handbook of Research on Serious Games as Educational, Business and Research Tools: Development and Design collects 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.4/5(1).

Handbook of Research on Serious Games as Educational, Business and Research Tools () Jesus H. Trespalacios, New Mexico State University Barbara Chamberlin, New Mexico State University.

Instead of using speculative assumptions to justify the adoption of popular Web tools, serious games and the latest high tech gear to teach the Millennial Generation, approaches to integrating technology in instruction, learning, and performance should be determined by considering the potential pedagogical effectiveness of a technology in Cited by: Students engaged in Math Snacks in class learned more math than those with access to just classroom instruction.

Math Snacks has undergone careful user testing, formative evaluation, and research to document learning gains. Infifth grade students participated in an experimental study to measure the effect of Math Snacks games and related inquiry-based activities on their. The Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning is a critical reference source for the latest research on the application of virtual reality in educational environments and how the immersion into three-dimensional settings enhances student motivation and Brand: IGI Global.

Serious Games: Issues and Challenges for Teaching and Training. Author(s): Jeng-Yang Wu, Chien Yu Abstract. Introduction to Using Games in Education: A Guide for Teachers and Parents Page 1 This book is well rooted in this research and practitioner knowledge.

Five of the important ideas that are stressed include: • Learning to learn. Serious games Digital games Educational games Videogames: Data: Editora: IGI Global: Citação: Rodriguez-Hoios, C. & Gomes.

M.J. Exploring the educational power of serious games: a review of literature. In Maria Manuela Cruz-Cunha (ed.), Handbook of Research on Serious Games as Educational, Business and Research Tools”; : Carlos Rodríguez-Hoyos, Maria João Gomes. Morares, R.M.: de: Serious Games and Virtual Reality for Education, Training and Health.

In: Cruz-Cunha, M.M. (ed.) Handbook on Research on Serious Games as Educational, Business and Research Tools, pp. – IGI Global, Hershey () CrossRef Google ScholarAuthor: Bastian Kurbjuhn. Handbook of Research on Effective Electronic Gaming in Education Edited by Richard E.

Ferdig A. Table of Contents 1. Basic 2. Detailed B. Foreword C. Preface D. Acknowledgments E. Reviewer Acknowledgments F.

A Review of Research on Educational Gaming 1. The Practice of Social Research: Edition 14 - Ebook written by Earl R. Babbie. Read this book using Google Play Books app on your PC, android, iOS devices.

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As a result of this prior research, and under the leadership of Naza Djafarova, the Digital Education Strategies team (DES) at the G. Raymond Chang School for Continuing Education at Ryerson University in Toronto developed a practical design guide () for serious game-based learning, based on a games research process.

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Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or health.

So far, there has been little work done to survey digital serious games in general, which is the main goal of this by: Academic research on the use of gamification in tourism context is still limited with only a few exemptions (Sigala, a, Xu et al.,Correa and Kitano,Negrusa et al., ).

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Paper commissioned for the National Research Council Workshop on Gaming and Simulations, OctoberWashington, DC.

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Several models of experiential learning applicable to gaming are explained. Included are studies on the educational value of management games and a review of the literature that deals with management games and simulations as research laboratories. Some of the field's trends and future developments are also by: