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01.School Improvement: International Perspectives
02.Challenging Thinking about Teaching and Learning
03.Knowing Differently: Arts-Based and Collaborative Research Methods
04.Accessing the General Physical Education Curriculum for Students with Sensory Deficits
05.Easy, Enjoyable, Effective E--Learning (Includes DVD)
06.Environmental and Geographic Education for Sustainability: Cultural Contexts
07.Vocational Education: Current Issues and Prospects
08.Leading-Edge Health Education Issues
09.How to Solve Problems: New Methods and Ideas
10.Perspectives on Higher Education in the Digital Age
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Educational Games: Design, Learning and Applications
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Editors: Frej Edvardsen and Halsten Kulle
Book Description:
The pervasive use of games by students and their integration in formal education by a number of pioneer teachers creates a need for a different frame-of-mind to look at the learning experience offered by such innovative technology-enhanced learning experiences. Educational computer games are related to two disciplines, which are computer sciences (in particular, eLearning and related areas) and games development. A pattern-based design approach to overcome the problems and challenges of learning-games is proposed in this book. The aim is to awaken the learning-game community to approach learning-game design more structurally and to motivate them to communally create a theoretical and practical basis for learning-game design and game-based learning research. Furthermore, given the popularity of computer games and the educational and ethical problems they raise, we need a way of evaluating games. This book contributes to this task by articulating the epistemic, moral, and ethical aims of education and by applying these criteria to computer games.

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Table of Contents:

Persuasion On-Line and Communicability: The Destruction of Credibility in the Virtual Community and Cognitive Models;pp. 1-35
(Francisco V. Cipolla-Ficarra, HCI Lab – F&F Multimedia Communications Corp, Bergamo, Italy, and others)

Educational Games and Communicability: Design, Learning and Interactive Applications;pp. 37-73
(Francisco V. Cipolla-Ficarra, HCI Lab – F&F Multimedia Communications Corp, Bergamo, Italy, and others)

Playing to Learn: Experiences in Virtual Biology Environments;pp. 75-125
(Muwanga-Zake, Johnnie Wycliffe Frank, University of New England, Australia)

The Role of Contextual Interference and Mental Engagement on Learning;pp. 127-155
(Phillip D. Tomporowski, Bryan A. McCullick, Michael Horvat, Department of Kinesiology, University of Georgia, Athens, Georgia)

Learning to Game and Gaming to Learn: A Process-Oriented Pedagogy for Collaborative Game-Based Learning;pp. 157-184
(Philip Bonanno, Faculty of Education University of Malta, Malta)

Intelligent Educational Games: A Constraint-Based Approach;pp. 185-217
(Brent Martin, Intelligent Computer Tutoring Group, Department of Computer Science and Software Engineering, University of Canterbury, Christchurch New Zealand)

Natural Multimodal Interaction in Collaborative Visualization;pp. 219-240
(Andrea Corradini, Edward C. Kaiser, Hrvoje Benko, David Demirdjian, Xiao Huang, Paulo Barthelmess, University of Southern Denmark, Institute of Business Communication and Information Science, Kolding, Denmark, and others)

Working with Cultural Differences: A Case Study in Multicultural Teamwork using a 3DCVE;pp. 241-262
(Theodor Wyeld, Flinders University, Adelaide, South Australia)

Patterns for the Design of Educational Games;pp. 263-279
(Dennis Maciuszek, Alke Martens, University of Rostock, Department of Computer Science and Electrical Engineering, Rostock, Germany)

Educational Computer Games and their Application to Developmental Disabilities;pp. 281-297
(Bertram O. Ploog, Department of Psychology, Center for Developmental Neuroscience, College of Staten Island, City University of New York, and others)

Call for Learning-Game Design Patterns;pp. 299-311
(Kristian Kiili, Tampere University of Technology, Pori, Finland)

Application of Educational Games in Psychotherapy;pp. 313-322 (Veronika Brezinka, Department of Child and Adolescent Psychiatry, Zürich University, Zurich, Switzerland)

Computer Games, Education and the Good Life;pp. 323-329
(Mark Coeckelbergh, University of Twente, The Netherlands)

It's Your Turn!: Exploring the Benefits of a Traditional Board Game for the Development of Learning Communities;pp. 331-337
(Kate Rossiter, Kate Reeve, University of Toronto, Toronto, Canada)

Interactive Fiction as Educational Gaming for L2 English Improvement;pp. 339-349
(Federico Gobbo, DICOM, University of Insubria, Varese, Italy)

Petimo: Safe Social Networking Robot for Children;pp. 351-372
(Adrian David Cheok, O.N.Fernando,Michelle Narangoda,N. Ranasinghe,I. Sawubhagya Godage, and others, National University of Singapore, Keio University,Japan)

Index pp.373-385

      Education in a Competitive and Globalizing World
   Binding: Hardcover
   Pub. Date: 2010
   Pages: 385 pp.
   ISBN: 978-1-60876-692-5
   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
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