Nova Publishers
My Account Nova Publishers Shopping Cart
HomeBooksSeriesJournalsReference CollectionseBooksInformationSalesImprintsFor Authors
  Top » Catalog » Books » Computer Science and Robotics » My Account  |  Cart Contents  |  Checkout   
Quick Find
Use keywords to find the product you are looking for.
Advanced Search
What's New? more
Fetal Alcohol Syndrome: Recognition, Differential Diagnosis and Long-Term Effects
Shopping Cart more
0 items
Shipping & Returns
Privacy Notice
Conditions of Use
Contact Us
01.Robotics in Surgery: History, Current and Future Applications
02.From Problem Toward Solution: Wireless Sensor Networks Security
03.Introduction to Graph and Hypergraph Theory
04.Wiki Supporting Formal and Informal Learning
05.Intelligent Vehicle Systems: A 4D/RCS Approach
06.Artificial Intelligence in Energy and Renewable Energy Systems
07.Advances in Security Information Management: Perceptions and Outcomes
08.Computer Vision and Robotics
09.MOSFETs: Properties, Preparations and Performance
10.Expert Systems Research Trends
Notifications more
NotificationsNotify me of updates to Computer Games: Learning Objectives, Cognitive Performance and Effects on Development
Tell A Friend
Tell someone you know about this product.
Computer Games: Learning Objectives, Cognitive Performance and Effects on Development
Retail Price: $162.00
10% Online Discount
You Pay:

Editors: Agustin Soria and Julián Maldonado
Book Description:
There is wide interest in the potential of 'serious' video games as vehicles for learning. Especially in the health education domain, there are now many reports of the use of video games intended to produce changes in players' knowledge, attitudes or behaviors that will transfer to 'real life' settings outside the context of the game. The authors of this book analyze the learning models implicit in health games described in the literature, and relates these to established learning models in order to illustrate the nature of the gaps between current game designs and relevant learning theory and technology. This analysis provides a systematic framework for identifying principles of game design that are soundly based both in theory and research evidence. Examples are provided from recent game designs. This book also reports on whether computer games can be put to good use for mathematics educational purposes for young teenagers. The authors believe that computer games can be used as a complement for making routine practice more varied, more enjoyable and more effective. In addition, digital epistemic games are computer-based games that mediate mental, intellectual, knowledge-oriented activities. This book presents a strategy for how to analyze digital epistemic games. Other chapters in this book investigate the relationship between video game play and dreams and the emergence of Massively Multiplayer Online Games (MMOGs) in the past decade.

We’ve partnered with Copyright Clearance Center to make it easy for you to request permissions to reuse Nova content.
For more information, click here or click the "Get Permission" button below to link directly to this book on Copyright Clearance Center's website.

Table of Contents:
Preface pp. i-xv

Chapter 1. Edutain@Grid: A Resource Management Platform for Massively Multiplayer Online Games, pp. 1-51
(Radu Prodan, Vlad Nae, Institute of Computer Science, University of Innsbruck, Innsbruck, Austria)

Chapter 2. A Strategy for Analyzing Digital Epistemic Games, pp. 53-84
(Robert Haworth, Kamran Sedig, Department of Computer Science, The University of Western Ontario, Middlesex College, London, ON, and others)

Chapter 3. Patterns of Digital Game Playing in Early Adolescence: Relations to Depressed Mood, pp. 85-110
(Marjut Wallenius, Raija-Leena Punamäki, Clas-Håkan Nygård, Arja Rimpelä, Department of Psychology, University of Tampere and Research Unit of Pirkanmaa Hospital District, Tampere University Hospital, Finland, and others)

Chapter 4. Video Games for Health: Design Strategies for Maximizing Learning, pp. 111-125
(Ivan L. Beale, School of Psychology, University of New South Wales, Sydney, Australia)

Chapter 5. Dreams and Video Game Play, pp. 127-136
(Jayne Gackenbach, Beena Kuruvilla, Raelyne Dopko, Hau Le, Grant MacEwan College, Edmonton, Alberta, Canada)

Chapter 6. Racing Games, pp. 137-142
(Vladimir Gurvich, RUTCOR, Rutgers University, Piscataway NJ)

Chapter 7. Predicting Foreign Exchange Time Series with an Extended Ising Model, pp. 143-166
(Christopher A. Zapart, The Graduate University for Advanced Studies, Department of Statistical Sciences, The Institute of Statistical Mathematics, Tokyo, Japan)

Chapter 8. Exploring the Educational Possibilities of Computer Games for 7th Grade Math, pp. 167-191
(Hillevi Gavel, Kimmo Eriksson, School of Education, Culture and Communication, Department of Applied Mathematics, Malardalen University, Sweden)

Index pp. 193-201

      Computer Science, Technology and Applications
   Binding: Hardcover
   Pub. Date: 2011
   Pages: 216, 6 x 9
   ISBN: 978-1-60876-658-1
   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
Customers who bought this product also purchased
Housing, Housing Costs and Mortgages:  Trends, Impact and Prediction
Housing, Housing Costs and Mortgages: Trends, Impact and Prediction
Collaborative and Individual Learning in Teaching
Collaborative and Individual Learning in Teaching
Air Quality in the 21st Century
Air Quality in the 21st Century
Special Education in the 21st Century
Special Education in the 21st Century
The Malaysian Nepenthes: Evolutionary and Taxonomic Perspectives
The Malaysian Nepenthes: Evolutionary and Taxonomic Perspectives
Electric Vehicles: Technology, Research and Development
Electric Vehicles: Technology, Research and Development
Special Focus Titles
01.Violent Communication and Bullying in Early Childhood Education
02.The New Science of Curiosity
03.Cultural Considerations in Intervention with Women and Children Exposed to Intimate Partner Violence
04.Chronic Disease and Disability: The Pediatric Lung
05.Fruit and Vegetable Consumption and Health: New Research
06.Future Perspectives on Nigella sativa: Characterization and Pharmacological Properties
07.Wine and Winemaking: The Value and Efficiency
08.Impacts and Challenges in Oil Palm Cultivation and Downstream Applications of Biomass
09.Fire and the Sword: Understanding the Impact and Challenge of Organized Islamism. Volume 2
10.The Life and Times of the World's Most Famous Mathematicians
11.Innovation Processes in the Social Space of the Organization
12.High-Strength Steels: New Trends in Production and Applications

Nova Science Publishers
© Copyright 2004 - 2018

Computer Games: Learning Objectives, Cognitive Performance and Effects on Development