Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

Editors: Annetta, L.A., Bronack, Stephen (Eds.)

  • Written by experts, Gives a modern approach, Comprehensive in Scope

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eBook $49.99
price for USA (gross)
  • ISBN 978-94-6091-329-7
  • Digitally watermarked, DRM-free
  • Included format: PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
About this book

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.

Table of contents (6 chapters)

  • Assessing Serious Educational Games

    Leonard A. Annetta, Richard Lamb, Marcus Stone

    Pages

  • Assessing Gaming, Computer and Scientific Inquiry Self-Efficacy in a Virtual Environment

    Diane Jass Ketelhut

    Pages 1-18

  • Self-Regulation Within Game-Based Learning Environments

    John Nietfeld, Lucy R. Shores

    Pages 19-42

  • Mitigating the Hawthorne Effect Using Computer Simulations

    Shawn Y. Holmes

    Pages 175-187

  • Assessing Learning and Identity in Augmented Reality Science Games

    Matt Dunleavy, Brittney Simmons

    Pages 221-240

Buy this book

eBook $49.99
price for USA (gross)
  • ISBN 978-94-6091-329-7
  • Digitally watermarked, DRM-free
  • Included format: PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
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Bibliographic Information

Bibliographic Information
Book Title
Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds
Editors
  • L.A. Annetta
  • Stephen Bronack
Copyright
2011
Publisher
Sense Publishers
Copyright Holder
SensePublishers
eBook ISBN
978-94-6091-329-7
DOI
10.1007/978-94-6091-329-7
Edition Number
1
Number of Pages
XII, 286
Topics