Handbook of research on immersive digital games in educational environments

書誌事項

Handbook of research on immersive digital games in educational environments

Aliane Loureiro Krassmann ... [et al.]

(Advances in educational technologies and instructional design (AETID) book series)

IGI Global, c2019

  • : hardcover

タイトル別名

Immersive digital games in educational environments

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注記

Other authors: Érico Marcelo Hoff do Amaral, Felipe Becker Nunes, Gleizer Bierhalz Voss, Manuel Constantino Zunguze

Summary on USMARC: "This book explores how to adopt these new methods and applications supported with information technology tools and resources successfully, focusing on the area of digital educational games and game-based learning in 3D or immersive environments. It covers the introduction of new pedagogical practices in all levels and modalities of education"--Provided by publisher

Bibliography: p. 612-682

Includes index

収録内容

  • ch. 1. Game concepts in learning and teaching process / Ilana de Almeida Souza Concilio, Pedro Henrique Cacique Braga
  • ch. 2. Digital games for computing education : what are the benefits? / Giani Petri ... [et al.]
  • ch. 3. Digital game design tutorial for use in the basic school : a pedagogical proposal / Míria Santanna dos Santos ... [et al.]
  • ch. 4. Digital games : learning spaces for executive functions stimulation / Lynn Rosalina Gama Alves
  • ch. 5. Serious games tools to support the literacy process / Fabiana Lorenzi ... [et al.]
  • ch. 6. The uses of games that transcend the play and mediate learning / Pollyana Notargiacomo ... [et al.]
  • ch. 7. Three dimensional virtual laboratories and simulations for education : classification, criteria for efficacy, benefits, and criticism / Mohamed Khamis Tolba Mahmoud Abdalla
  • ch. 8. Developing a clearer understanding of genre and mobile gameplay / Boaventura DaCosta, Soonhwa Seok
  • ch. 9. Examining motivational game features for students with learning disabilities or attention disorders / Corey D.C. Heath, Troy McDaniel, Sethuraman Panchanathan
  • ch. 10. Digital games for diagnostic assessment of cognitive skills and competences : literature review and framework / Joao Mattar, Viviane Marques Goi
  • ch. 11. Bases for summative evaluation of educational digital games and their implications in school scenario / Isa de Jesus Coutinho, Lynn Rosalina Gama Alves
  • ch. 12. Educational games design : how to create adaptive, engaging, and fun learning experiences / Nabila Hamdaoui, Mohammed Khalidi Idrissi, Samir Bennani
  • ch. 13. Gamified virtual environment and interaction design for activities of daily living training : beyond the horizon of assistive technology / Isabel Cristina Siqueira da Silva, Luan Carlos Nesi, Viviane da Silva Machado
  • ch. 14. Beyond the fun : games and gamification under the pedagogy for liberation / Yvonne Costa Carvalho, Giordano Ribeiro Eulalio Cabral, Veronica Teichrieb
  • ch. 15. The use of augmented reality as a teaching tool / Ilana de Almeida Souza Concilio, Beatriz de Almeida Pacheco, Ana Grasielle Dionísio Corrêa
  • ch. 16. Using game development to teach programming / Valéria Farinazzo Martins ... [et al.]
  • ch. 17. Programming life : gamification applied to the teaching of algorithms and programming through a serious game / Thiago Ferreira Dantas, Patricia Padula Lopes, Erico Marcelo Hoff do Amaral
  • ch. 18. A serious game as an auxiliary tool for the learning process of children with ASD / Salatiel Dantas Silva ... [et al.]
  • ch. 19. Online inquiry-based learning in biology : an experiment in the use of virtual laboratories / Aline Coêlho dos Santos, Priscila Cadorin Nicolete, Juarez Bento da Silva
  • ch. 20. Design of a web3D serious game for human anatomy education : A web3D game for human anatomy education / Robson R. Lemos ... [et al.]

内容説明・目次

内容説明

Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging research exploring the theoretical and practical aspects of digital games and technological resources and applications within contemporary education. Featuring coverage on a broad range of topics such as digital integration, educational simulation, and learning theories, this book is ideally designed for teachers, pre-service teachers, students, educational researchers, and education software developers seeking current research on diverse immersive platforms and three-dimensional environments that support the creation of digital games and other applications to improve teaching and learning processes.

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