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 learnersâ 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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This book describes research outcomes on domain-specific 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 learnersâ domain-specific and game competencies.
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Part 1: Game descriptions.- Chapter 1 Design of the game âDudeman & Sidegirl: Operation clean worldâ, a numerical magnitude processing training.- Chapter 2 Description of the educational math game âMonkey Tales: the museum of Anythingâ.- Chapter 3 Number Navigation Game (NNG): Design principles and game description.- Chapter 4 âZeldenrustâ: 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.
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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 learnersâ 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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Provides research from a closed meeting of serious games researchers Contains descriptions of serious games including references to the instructional, game, domain-specific principles that were used during the design Gives an overview that describes how the chapters interrelate
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Produktdetaljer
ISBN
9783319373362
Publisert
2016-10-22
Utgiver
Vendor
Springer International Publishing AG
Høyde
235 mm
Bredde
155 mm
AldersnivĂĽ
Research, P, 06
SprĂĽk
Product language
Engelsk
Format
Product format
Heftet