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Describing and Studying Domain-Specific Serious Games [electronic resource] / edited by Joke Torbeyns, Erno Lehtinen, Jan Elen.

Contributor(s): Series: Advances in Game-Based LearningPublisher: Cham : Springer International Publishing : Imprint: Springer, 2015Edition: 1st ed. 2015Description: XI, 259 p. 54 illus., 50 illus. in color. online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783319202761
Subject(s): Genre/Form: Additional physical formats: Printed edition:: No titleDDC classification:
  • 371.33 23
LOC classification:
  • LC8-6691
Online resources:
Contents:
Part 1: Game descriptions -- Chapter 1 Design of the game “Dudeman & Sidegirl: Operation clean world”, a numerical magnitude processing training -- Chapter 2 Description of the educational math game ‘Monkey Tales: the museum of Anything’ -- Chapter 3 Number Navigation Game (NNG): Design principles and game description -- Chapter 4 ‘Zeldenrust’: a mathematical game-based learning environment for prevocational students -- Chapter 5 Applying motivation theory to the design of game-based learning environments -- Chapter 6 DIESEL-X: A game-based tool for early risk detection of dyslexia in preschoolers -- Part 2: Empirical studies on serious games -- Chapter 7 Performance in educational math games: Is it a question of math knowledge? -- Chapter 8 Integration in the curriculum as a factor in math-game effectiveness -- Chapter 9 Developing adaptive number knowledge with the Number Navigation game-based learning environment -- Chapter 10 Number Navigation Game experience and motivational effects -- Chapter 11 The role of curiosity-triggering events in game-based learning for mathematics -- Chapter 12 Evaluating game-based learning environments for enhancing motivation in mathematics -- Chapter 13 Formal and informal learning environments: Using games to support early numeracy -- Index.
In: Springer eBooksSummary: This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and  the influence of learners’ domain-specific and game competencies. The integration of serious games into the curriculum and subsequent performance and motivation outcomes are also presented.
Item type: eBooks
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Part 1: Game descriptions -- Chapter 1 Design of the game “Dudeman & Sidegirl: Operation clean world”, a numerical magnitude processing training -- Chapter 2 Description of the educational math game ‘Monkey Tales: the museum of Anything’ -- Chapter 3 Number Navigation Game (NNG): Design principles and game description -- Chapter 4 ‘Zeldenrust’: a mathematical game-based learning environment for prevocational students -- Chapter 5 Applying motivation theory to the design of game-based learning environments -- Chapter 6 DIESEL-X: A game-based tool for early risk detection of dyslexia in preschoolers -- Part 2: Empirical studies on serious games -- Chapter 7 Performance in educational math games: Is it a question of math knowledge? -- Chapter 8 Integration in the curriculum as a factor in math-game effectiveness -- Chapter 9 Developing adaptive number knowledge with the Number Navigation game-based learning environment -- Chapter 10 Number Navigation Game experience and motivational effects -- Chapter 11 The role of curiosity-triggering events in game-based learning for mathematics -- Chapter 12 Evaluating game-based learning environments for enhancing motivation in mathematics -- Chapter 13 Formal and informal learning environments: Using games to support early numeracy -- Index.

This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and  the influence of learners’ domain-specific and game competencies. The integration of serious games into the curriculum and subsequent performance and motivation outcomes are also presented.

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