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Describing and studying domain-specific serious games / Joke Torbeyns, Erno Lehtinen, Jan Elen, editors.

Torbeyns, Joke (editor.)
Lehtinen, Erno, 1950- (editor.)
Elen, Jan (editor.)
ISBN 9783319202754
Publicerad: Cham : Springer, [2015]
Copyright: ©2015
Engelska xi, 259 pages
Serie: Advances in game-based learning
  • Bok
Innehållsförteckning Sammanfattning Ämnesord
Stäng  
  • Describing and studying domain-specific serious games: introduction -- Part I. Game descriptions -- Design of the game-based learning environment "Dudeman & sidegirl: operation clean world," a numerical magnitude processing training -- Description of the education math game "Monkey tales: the museum of anything" -- Number navigation game (NNG): design principles and game description -- "Zeldenrust": a mathematical game-based learning environment for prevocational students -- Applying motivation theory to the design of game-based learning environments -- DIESEL-X: a game-based tool for early risk detection of dyslexia in preschoolers -- Part II. Empirical studies on serious games -- Performance in educational math games: is it a question of math knowledge? -- Integration in the curriculum as a factor in math-game effectiveness -- Developing adaptive number knowledge with the number navigation game-based learning environment -- Number navigation game (NNG): experience and motivational effects -- The role of curiosity-triggering events in game-based learning for mathematics -- Evaluating game-based learning environments for enhancing motivation in mathematics -- Formal and informal learning environments: using games to support early numeracy.
  • 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. 

Ämnesord

Datorspel  (sao)
Programspråk  (sao)
Matematik  (sao)
Domain-specific programming languages.  (LCSH)
Domain-specific programming languages.  (fast)
Computerspiel.  (gnd)
Unterricht.  (gnd)
Forschung.  (gnd)
Computer games  (LCSH)
Programming languages (Electronic computers)  (LCSH)
Mathematics  (LCSH)

Klassifikation

LB1029.G3 (LCC)
005.13 (DDC)
Pubb (kssb/8 (machine generated))
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