Nova Publishers
My Account Nova Publishers Shopping Cart
HomeBooksSeriesJournalsReference CollectionseBooksInformationSalesImprintsFor Authors
  Top » Catalog » Books » Computer Science and Robotics » My Account  |  Cart Contents  |  Checkout   
Quick Find
Use keywords to find the product you are looking for.
Advanced Search
What's New? more
Brain, Body, Cognition - A continuation of Functional Neurology, Rehabilitation and Ergonomics
Shopping Cart more
0 items
Shipping & Returns
Privacy Notice
Conditions of Use
Contact Us
01.Robotics in Surgery: History, Current and Future Applications
02.From Problem Toward Solution: Wireless Sensor Networks Security
03.Introduction to Graph and Hypergraph Theory
04.Intelligent Vehicle Systems: A 4D/RCS Approach
05.Artificial Intelligence in Energy and Renewable Energy Systems
06.Computer Vision and Robotics
07.MOSFETs: Properties, Preparations and Performance
08.Expert Systems Research Trends
09.Progress in Autonomous Robot Research
10.Quantum Dots: Research, Technology and Applications
Notifications more
NotificationsNotify me of updates to Computer Games: Learning Objectives, Cognitive Performance and Effects on Development
Tell A Friend
Tell someone you know about this product.
Computer Games: Learning Objectives, Cognitive Performance and Effects on Development
Retail Price: $162.00
10% Online Discount
You Pay:

Editors: Agustin Soria and Julián Maldonado
Book Description:
There is wide interest in the potential of 'serious' video games as vehicles for learning. Especially in the health education domain, there are now many reports of the use of video games intended to produce changes in players' knowledge, attitudes or behaviors that will transfer to 'real life' settings outside the context of the game. The authors of this book analyze the learning models implicit in health games described in the literature, and relates these to established learning models in order to illustrate the nature of the gaps between current game designs and relevant learning theory and technology. This analysis provides a systematic framework for identifying principles of game design that are soundly based both in theory and research evidence. Examples are provided from recent game designs. This book also reports on whether computer games can be put to good use for mathematics educational purposes for young teenagers. The authors believe that computer games can be used as a complement for making routine practice more varied, more enjoyable and more effective. In addition, digital epistemic games are computer-based games that mediate mental, intellectual, knowledge-oriented activities. This book presents a strategy for how to analyze digital epistemic games. Other chapters in this book investigate the relationship between video game play and dreams and the emergence of Massively Multiplayer Online Games (MMOGs) in the past decade.

We’ve partnered with Copyright Clearance Center to make it easy for you to request permissions to reuse Nova content.
For more information, click here or click the "Get Permission" button below to link directly to this book on Copyright Clearance Center's website.

Table of Contents:
Preface pp. i-xv

Chapter 1. Edutain@Grid: A Resource Management Platform for Massively Multiplayer Online Games, pp. 1-51
(Radu Prodan, Vlad Nae, Institute of Computer Science, University of Innsbruck, Innsbruck, Austria)

Chapter 2. A Strategy for Analyzing Digital Epistemic Games, pp. 53-84
(Robert Haworth, Kamran Sedig, Department of Computer Science, The University of Western Ontario, Middlesex College, London, ON, and others)

Chapter 3. Patterns of Digital Game Playing in Early Adolescence: Relations to Depressed Mood, pp. 85-110
(Marjut Wallenius, Raija-Leena Punamäki, Clas-Håkan Nygård, Arja Rimpelä, Department of Psychology, University of Tampere and Research Unit of Pirkanmaa Hospital District, Tampere University Hospital, Finland, and others)

Chapter 4. Video Games for Health: Design Strategies for Maximizing Learning, pp. 111-125
(Ivan L. Beale, School of Psychology, University of New South Wales, Sydney, Australia)

Chapter 5. Dreams and Video Game Play, pp. 127-136
(Jayne Gackenbach, Beena Kuruvilla, Raelyne Dopko, Hau Le, Grant MacEwan College, Edmonton, Alberta, Canada)

Chapter 6. Racing Games, pp. 137-142
(Vladimir Gurvich, RUTCOR, Rutgers University, Piscataway NJ)

Chapter 7. Predicting Foreign Exchange Time Series with an Extended Ising Model, pp. 143-166
(Christopher A. Zapart, The Graduate University for Advanced Studies, Department of Statistical Sciences, The Institute of Statistical Mathematics, Tokyo, Japan)

Chapter 8. Exploring the Educational Possibilities of Computer Games for 7th Grade Math, pp. 167-191
(Hillevi Gavel, Kimmo Eriksson, School of Education, Culture and Communication, Department of Applied Mathematics, Malardalen University, Sweden)

Index pp. 193-201

      Computer Science, Technology and Applications
   Binding: Hardcover
   Pub. Date: 2011
   Pages: 216, 6 x 9
   ISBN: 978-1-60876-658-1
   Status: AV
Status Code Description
AN Announcing
FM Formatting
PP Page Proofs
FP Final Production
EP Editorial Production
PR At Prepress
AP At Press
AV Available
Customers who bought this product also purchased
The Chemistry and Mathematics of DNA Polyhedra
The Chemistry and Mathematics of DNA Polyhedra
Radioactive Contamination Research Developments
Radioactive Contamination Research Developments
Surface Modified Biochemical Titanium Alloys
Surface Modified Biochemical Titanium Alloys
Advances in Geosciences and the Built Environment
Advances in Geosciences and the Built Environment
Digital Technologies in Higher Education: Sweeping Expectations and Actual Effects
Digital Technologies in Higher Education: Sweeping Expectations and Actual Effects
Piezoelectric Materials: Structure, Properties and Applications
Piezoelectric Materials: Structure, Properties and Applications
Special Focus Titles
01.Violent Communication and Bullying in Early Childhood Education
02.Cultural Considerations in Intervention with Women and Children Exposed to Intimate Partner Violence
03.Chronic Disease and Disability: The Pediatric Lung
04.Fruit and Vegetable Consumption and Health: New Research
05.Fire and the Sword: Understanding the Impact and Challenge of Organized Islamism. Volume 2

Nova Science Publishers
© Copyright 2004 - 2022

Computer Games: Learning Objectives, Cognitive Performance and Effects on Development