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



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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

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