Psychology, pedagogy, and assessment in serious games / Thomas M. Connolly, Thomas Hainey, Elizabeth Boyle, Gavin Baxter and Pablo Moreno-Ger, editors.
Publisher: Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pa., 17033, USA) : IGI Global, [2014]Description: PDFs (492 pages)Content type:- text
- electronic
- online resource
- 9781466647749
- Educational games
- Educational games -- Psychological aspects
- Computer games
- Formative & summative assessment
- Learning & behavior change
- Models or frameworks for assessment
- Perceptual & cognitive aspects
- Psychological aspects
- Social aspects of games
- The role of educators
- Theories & outcomes of game-based learning
- 371.337 23
- LB1029.G3 .P79 2014
- Also available in print.

Includes bibliographical references.
Psychological aspects of serious games / Elizabeth Boyle -- Executive functions in digital games / Elizabeth Boyle, Melody M. Terras, Judith Ramsay, James M. E. Boyle -- The road to critical thinking and intelligence analysis / Michel Rudnianski, Milos Kravcik -- Time factor assessment in game-based learning: time perspective and time-on-task as individual differences between players / Mireia Usart, Margarida Romero -- Neurofeedback and serious games / Manuel Ninaus, Matthias Witte, Silvia E. Kober, Elisabeth V. C. Friedrich, J�urgen Kurzmann, Erwin Hartsuiker, Christa Neuper, Guilherme Wood -- Disrupting the magic circle: the impact of negative social gaming behaviours / Bernd Remmele, Nicola Whitton -- Non-player characters and artificial intelligence / Gon�calo Pereira, Ant�onio Brisson, Jo�ao Dias, Andr�e Carvalho, Joana Dimas, Samuel Mascarenhas, Joana Campos, Marco Vala, Iolanda Leite, Carlos Martinho, Rui Prada, Ana Paiva -- Individual differences in the enjoyment and effectiveness of serious games / Dawn G. Blasko, Heather C. Lum, Matthew M. White, Holly Blasko Drabik -- Rhetoric of play: utilizing the gamer factor in selecting and training employees / Ben Tran -- Games and social networks / Yulia Bachvarova, Stefano Bocconi -- What is the "learning" in games-based learning? / Karen Orr, Carol McGuinness -- Games for and by teachers and learners / Peter van Rosmalen, Amanda Wilson, Hans G.K. Hummel -- A randomised controlled trial to evaluate learning effectiveness using an adaptive serious game to teach SQL at higher education level / Thomas Hainey, Mario Soflano, Thomas M. Connolly -- The quest for a massively multiplayer online game that teaches physics / Ricardo Javier Rademacher Mena -- Assessment integration in serious games / Thomas Hainey, Thomas M. Connolly, Ya�elle Chaudy, Elizabeth Boyle, Richard Beeby, Mario Soflano -- A Case for integration: assessment and games / Alex Moseley -- A brief methodology for researching and evaluating serious games and game-based learning / Igor Mayer, Geertje Bekebrede, Harald Warmelink, Qiqi Zhou -- Study design and data gathering guide for serious games' evaluation / Jannicke Baalsrud Hauge, Elizabeth Boyle, Igor Mayer, Rob Nadolski, Johann C. K. H. Riedel, Pablo Moreno-Ger, Francesco Bellotti, Theodore Lim, James Ritchie.
Restricted to subscribers or individual electronic text purchasers.
"As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate, Serious Games have emerged as an effective tool for the purpose of learning, skill acquisition, and training. This book offers empirical evidence for the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"--Provided by publisher.
Also available in print.
Mode of access: World Wide Web.
Description based on title screen (IGI Global, viewed 11/18/2013).