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Educational and Learning Games: New Research
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Editors: Richard L. Lamb and Don D. McMahon (Department of Teaching and Learning, College of Education, Pullman, WA, USA)
Book Description:
How do we currently use educational technology? What are possible uses of educational technology and games in the future? The purpose of this book is to provide answers to these questions and raise questions about how educational technology and gaming will be used in the near and far future. During the early millennia, educational technology use exploded and coincided with the rise in console and personal computer video game play. Today computers and electronics such as cell phones and tablets are ubiquitous in today’s schools and learning environments all with easy access to games. With over 93% of people reporting making use of technology for learning in, education, business and many other fields researchers, educators and administrators struggle to integrate and make use of these powerful tool in education and training. In an increasingly technological society, the need for students, instructors, and administrators who understand the world of educational technology and all of its possibilities is of paramount importance. There is an increasing understanding and growing need to assimilate the growth and use of virtual environments, electronic games, and assistive technologies in such places as businesses, after school programs, museums, zoo, and other places. The review of the current trends in research, teaching, learning and assessments provides readers with and outline where educational technology is now and where it may go in the future. Build upon the prominent leaders in the educational technology field, this book adds the voices of up and coming leaders in educational technology Richard Lamb and Donald McMahon from Washington State University. This book targets researchers and practitioners working to develop and build educational technology to collect data, more effectively teach students, and seeking to shape the future of educational technology. The book covers a wide variety of topics to include augmented reality, virtual environments, and video games in education. (Imprint: Nova)




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Table of Contents:
Acknowledgements
pp. vii

Foreword
The Contribution of Educational Technologies to Teaching and Learning: The Case of Video Games
(Olusola O. Adesope)
pp. ix-xiii

Chapter 1
Understanding Augmented Reality as an Instructional Tool for Students
(Don D. McMahon, Washington State University, WA, USA)
pp. 1-16

Chapter 2
Serious Educational Game Design: Overlapping Game Design with Instructional Design
(Leonard Annetta, Marina Shapiro, & Benjamine Matthews, George Mason University, VA, USA)
pp. 17-30

Chapter 3
Learning, Cognition, and Experimental Control in an Educational Physics Game
(Stephen Killingsworth, Deanne Adams, & Douglas Clark, Vanderbilt University, TN, USA)
pp. 31-54

Chapter 4
Understanding the Impact and Importance of Educational Games for Students with Disabilities
(Kara Rosenblatt, Zachary Walker & Don D. McMahon, University of Texas of the Permian Basin, Odessa, TX, USA, and others)
pp. 55-78

Chapter 5
Artificially Intelligent Systems in Education a Tool for the Future
(Richard L. Lamb, Andy Cavagnetto, Olusola O. Adesope, Lijun Yin, Brian French, & Mathew Taylor, Washington State University, WA, USA)
pp. 79-104

Chapter 6
Learning Multidisciplinary Collaboration with Games: From Primary to Secondary Game Mechanics
(Thomas Duus Henriksen, Turku School of Economics, Finland, and others)
pp. 105-114

Chapter 7
Three Designs for Using Game-Based Learning in Business Education
(Timo Lainema & Thomas Duus Henriksen, Turku School of Economics, Finland, and others)
pp. 115-124

Chapter 8
Soft Failure in Educational and Learning Games
(David B.Vallett, University of Las Vegas, NV, USA)
pp. 125-134

Chapter 9
Assessment of Student Learning Using Cognitive Diagnostics and Computational Models of Cognition
(Richard L. Lamb, Washington State University, WA, USA)
pp. 135-154

Chapter 10
Advance to Go: Reintroduction of Board Games into the Classroom
(Jonah B. Firestone, Washington State University, WA, USA)
pp. 155-170

Chapter 11
Creative Educational Game Design by Teachers: The CEGAD Model
(Frederique Frossard, Mario Barajas, Anna Trifonova, University of Barcelona, Spain)
pp. 171-202

Editor Contact Information
pp. 203

Index
pp. 205-207

   Series:
      Education in a Competitive and Globalizing World
   Binding: Hardcover
   Pub. Date: 2015 - 3rd Quarter
   Pages: 220. 7x10 - (NBC-C)
   ISBN: 978-1-63483-421-6
   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
  
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