Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds
Annetta, L.A., Bronack, Stephen (Eds.)
1st Edition., XII, 286p.
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Written by experts, Gives a modern approach, Comprehensive in Scope
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Content Level »Research
Keywords »distance education - educational technology - games
Editorial - Leonard A. Annetta and Stephen C. Bronack;Forward - Bryan Setser;1. Assessing Gaming, Computer and Scientific Inquiry Self-efficacy in a Virtual Environment - Diane Jass Ketelhut;2. Self-Regulation within Game-based Learning Environments - John Nietfeld and Lucy R. Shores; 3. The Wild West of Assessment: Measuring Aggression and Violence in Video Games - Christopher J. Ferguson; 4. Diagrammatic Inquiry: Rosario is not Virtual and it’s not Reality - Owen Kelly;5. Assessing Serious Educational Games: The Development of a Scoring Rubric - Leonard A. Annetta, Richard Lamb and Marcus Stone; 6. Game Assessment Using the E/E Grid - Ricardo Javier Rademacher Mena; 7. Assessment Using After-action Review: Without Footage its Fiction - Randy Brown; 8. Usability and Play Testing: The Often Missed Assessment - Scott Warren, Greg Jones and Lin Lin; 9. Change is Constant; The Game is Serious: Managing Change with a Serious Game at One Automotive Company - Kristen Cromer; 10. Learning in Virtual Worlds: Assessment Challenges and Opportunities - Margaret Corbit, Jennifer Wofford and Suzanne Kolodziej; 11. Mitigating the Hawthorne Effect Using Computer Simulations - Shawn Y. Holmes; 12. Endogenous Learning in Multi User Virtual Environments - Dave R. Dannenberg and Michael A. Evans; 13. Art Education Avatars in Action: Learning, Teaching, and Assessing in 3D Virtual Worlds - Lilly Lu; 14. Assessing Learning and Identity in Augmented Reality Science Games - Matt Dunleavy and Brittney Simmons; 15. Semi-virtual Embodied Learning-Real World STEM Assessment - Mina C. Johnson-Glenberg, David Birchfield, Philippos Savvides and Colleen Megowan-Romanowicz; 16. An Open-ended, Emergent Approach for Studying Serious Games - Matthew J. Sharritt