
Computer Games and Instruction
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Content
- Cover
- Computer Games and Instruction
- Computer Games and Instruction
- Copyright Page
- Dedication Page
- CONTENTS
- PREFACE
- I: INTRODUCTION TO COMPUTER GAMES
- 1: INTRODUCTION
- POPULARITY OF COMPUTER GAMES
- GAMES AND SIMULATIONS
- OVERVIEW OF CHAPTERS
- CONCLUSION
- REFERENCES
- 2: SEARCHING FOR THE FUN IN LEARNING
- INTRODUCTION
- THE 1970S: FROM PLATO TO THE FIRST HOME CONSOLE GAMES
- Oregon Trail
- Logo and the Microworlds Idea
- EARLY EDUCATIONAL GAMES FOR HOME CONSOLESAND COMPUTERS
- THE 1980S: EARLY COMPUTER GAME DESIGN ANDCONSTRUCTION AS EDUCATIONAL PLAY
- SIMULATION GAMES: PLAYING EXPLORERS, PIRATES,WORLD LEADERS
- CONSTRUCTION AS GAME PLAY: SIM CITY ANDCONSTRUCTIONISM
- THE 1990S: EARLY SOCIOCULTURAL RESEARCH ANDDEVELOPMENT OF GAMES AND LEARNING
- Entertainment Edutainment
- CONSTRUCTION EDUTAINMENT: GAME DESIGN AS A VIABLE PEDAGOGY
- GAMES IN SCHOOLS: RISE AND FALL OF ACADEMICEDUTAINMENT
- THE 2000S TO TODAY: GAMING AS A MASSIVELY MULTIPLAYER PHENOMENON, SERIOUS GAMES, ANDNEW TRENDS IN GAME-BASED LEARNING RESEARCH
- CONCLUSIONS
- REFERENCES
- 3: USING VIDEO GAMES ASEDUCATIONAL TOOLSIN HEALTHCARE
- INTRODUCTION
- INITIAL TRAINING AND CONTINUING EDUCATION FOR HEATH CARE PROVIDERS
- Games for Teaching in Medical School
- Simulated Cases and Virtual Patients
- Developing Surgical Skills with Games
- Continuing Education, Specialty Training, and Practice for Medical Professionals
- Skill and Knowledge Improvement
- Procedure Practice and Planning
- GAMES IN TREATMENT, THERAPY ANDDISEASE MANAGEMENT
- Applications of Games to Specific Diseases
- Diabetes
- Respiratory Disorders
- Cancer
- Rehabilitation
- GAMES USED IN PREVENTION AND TO PROMOTE HEALTH AND WELLNESS
- Exergaming
- CONCLUSIONS AND FUTURE RESEARCH
- REFERENCES
- 4: AFTER THE REVOLUTION
- INTRODUCTION: GAMES, A REVOLUTION, AND MYTHS
- The DOD Training Problem, or Why Bother with Games
- The 20th Century Training Revolution
- THREE EXAMPLES OF DEPLOYED AND WELL-USEDGAME-INFORMED TRAINING
- America's Army
- DARWARS Ambush!
- Origins
- Characteristics and Development of DARWARS Ambush!
- User Authoring Dramatically Changed DARWARS Ambush!
- User-Created Applications
- Usability Testing Before Release to Users
- Follow-up to DARWARS Ambush!: RealWorld
- Tactical Language and Culture Trainers
- Tactical Language and Culture Tutor Basics
- Why, and Why Not, a Game
- Good Training Is Not Cheap
- ASSESSMENT
- COMPUTER GAMES AFFECT COGNITIVE PROCESSINGAND ACTION GAMES AFFECT VISUAL ATTENTION
- Action Video Games
- Strategy Computer Games
- Emotion in Game-Like Simulations May Improve Learning on Unrelated Tasks
- TRANSFER OF GAME-LIKE TRAINING TO REAL-WORLDMILITARY PROFICIENCY
- Anecdotes, AA, and Training Transfer
- Clearing Rooms in a "shoot House"
- Recruit Training Flood Control Trainer
- Neither the Game Nor the Shoot House Is a Perfect Simulation
- FINAL WORDS
- Four Game-Derived Trainers: Five Ways to Train
- How These Game-Informed Training Tools Succeeded
- A Common Cause for Success: Adequate Funding
- Today's Successes May Not Lead the Way to Tomorrow's
- NOTES
- REFERENCES
- 5: MULTI-USER GAMESAND LEARNING
- INTRODUCTION
- OVERVIEW OF THIS CHAPTER
- FRAMING THE REVIEW: MULTI-USER AND MASSIVELY MULTI-USER GAMES
- DEFINING MULTI-USER GAMES IN EDUCATION
- Example 1: World of Warcraft
- Example 2: Revolution
- Example 3: Quest Atlantis and the River City Project
- WHY PEOPLE DO, OR DO NOT, PLAY MULTI-USER GAMES
- DESIGN AFFORDANCES OF MULTI-USER GAMES ANDTHEIR IMPACTS ON LEARNING
- Presence and Interaction in Multi-User Games
- Informal Learning in Multi-User Games
- Affordances of Multi-User Games to Support Educational Outcomes
- OUTCOME-BASED RESEARCH ON MULTI-USER GAMESFOR PEDAGOGY AND PRACTICE
- EMERGING ISSUES FOR CONDUCTING RESEARCH IN MULTI-USER GAMES
- Multi-User Games Break Free: Leaving the Desktop
- Alternate Reality Gaming: Games as Performance
- CONCLUSIONS
- REFERENCES
- II: REVIEW OF THE LITERATURE AND REACTIONS
- 6: REVIEW OF RESEARCH ON COMPUTER GAMES
- INTRODUCTION
- DEFINING GAMES AND SIMULATIONS
- REVIEW OF RESEARCH
- Transfer
- Far Transfer
- Games and Surgery
- Transfer to School Subjects
- Near Transfer
- Games Designed for Transfer to Similar School Subjects
- Summary: Transfer from Games
- EFFECTS ON COGNITIVE PROCESSES
- FACILITATING PERFORMANCE, LEARNING,AND TRANSFER
- Research Using Space Fortress
- Research Using Quest Atlantis
- ANIMATED AGENTS AND GUIDANCE
- Guidance
- EFFECTS OF VARIOUS PEDAGOGICAL APPLICATIONSAND USES OF GAMES
- CHARACTERISTICS OF GAME PLAYERS
- Aggression, Hostility, Motivation, and Other Student Variables
- Attitudes and Attitude Changes
- DISCUSSION
- Transfer and Improvement in Cognitive Processes
- Space Fortress Studies
- General Issues
- Time
- Modifying Games
- Evaluation of Game Learning
- Game Design Issues
- Guidance and Instructional Support
- Personalizing Interactions
- Relationships to Student Characteristics
- Interactions with Prior Knowledge
- Attitudinal, Motivational, and Affective Outcomes
- Aggression and Violence
- Miscellaneous Effects
- Using Teams to Develop Games
- FINAL WORD
- REFERENCES
- 7: REFLECTIONS ON EMPIRICAL EVIDENCE ON GAMESAND LEARNING
- GAMES AND LEARNING
- VIDEO GAMES
- LEARNING
- TWO TYPES OF GAMES
- CONCLUSION
- REFERENCES
- 8: DEVELOPING A RESEARCH AGENDA FOR EDUCATIONAL GAMES AND SIMULATIONS
- FUNDAMENTAL ASSUMPTIONS
- Usable Knowledge
- Collective Research
- What Works
- Treatment Effects
- Scalability
- A CONCEPTUAL FRAMEWORK
- Illustrative Thoughts About Research Questions
- Illustrative Thoughts About Research Strategies
- Illustrative Thoughts About Research Designs
- Illustrative Thoughts About Research Methodologies
- Illustrative Thoughts About Research Issues
- CONCLUSION
- REFERENCES
- 9: COMMENTS ON RESEARCH COMPARING GAMES TO OTHER INSTRUCTIONAL METHODS
- WHY IS THIS?
- RESEARCH
- WHAT ABOUT STATISTICAL AVERAGES AND"META-ANALYSES"?
- WHY NOT?
- GAME COMPLEXITY NOT DISTINGUISHED
- EQUAL QUALITY?
- LOW TO LOW?
- A BETTER APPROACH FOR RESEARCH
- CREATING HIGH-QUALITY LEARNING GAMES
- DESIGNING FOR QUALITY
- CRITERIA FOR A HIGH-QUALITY COMPLEX LEARNING GAME
- An instructional game is high quality:
- MEASURING QUALITY
- MEASURING TEACHING
- HAPHAZARD VS. SYSTEMATIC
- IS THERE A "TOOLKIT"?
- RUBRIC VS. TAXONOMY
- ON TO COMPARISONS
- OTHER ISSUES
- TRANSFER?
- ADAPTIVITY
- DOES THE CONTENT MATTER?
- DESIGNING GAMES FOR ENGAGEMENT
- 1. Focus on Engagement
- 2. Make Players Heroes
- 3. Make Players Decide and See the Results
- 6. Provide a Strong Emotional Connection
- 7. Level-Up for Evaluation
- 8. Balance Cooperation and Competition
- AGGRESSION?
- EFFECTIVENESS
- CONCLUSION
- REFERENCES
- III: COMPUTER GAME ISSUES
- 10: MULTIMEDIA LEARNINGAND GAMES
- INTRODUCTION
- Objective
- What Is an Educational Computer Game?
- The Case for Educational Games
- The Need for Game Research
- Three Genres of Game Research
- VALUE-ADDED APPROACH: WHICH FEATURESINCREASE THE INSTRUCTIONAL EFFECTIVENESSOF A COMPUTER GAME?
- Which Features of the Design-A-Plant Game Improve Learning?
- What is the Design-A-Plant game?
- What is the effect of using printed text rather than spoken text?
- What is the effect of adding redundant printed text to spoken text?
- What is the effect of using personal conversational style rather than formal conversational style?
- What is the effect of including or excluding the pedagogical agent's image from the screen?
- Which Features of the Profile Game Improve Learning?
- What is the Profile game?
- What is the effect of adding pretraining to the Profile game?
- Which Features of the Virtual Factory Game Improve Learning?
- What is the Virtual Factory game?
- What is the effect of using polite rather than direct conversational style?
- Which Features of the Circuit Game Improve Learning?
- What is the Circuit game?
- What is the effect of requiring learners to engage in self-explanation during the game?
- COGNITIVE CONSEQUENCES APPROACH: WHAT ISLEARNED FROM OFF-THE-SHELF GAMES?
- What Are the Cognitive Consequences of Learning with Off-The-Shelf Games?
- What Are the Cognitive Consequences of Participating in an After-School Computer Club?
- MEDIA COMPARISON APPROACH:DO PEOPLE LEARN BETTER WITH GAMES THAN WITH CONVENTIONAL MEDIA?
- Do People learn better from Playing the Design-a-Plant Game or from a Conventional lesson?
- ADVANTAGES AND DISADVANTAGES OF EACH GENRE OF GAME RESEARCH
- THREE NON-RECOMMENDED GENRESOF GAME RESEARCH
- NOTES
- REFERENCES
- 11: ACTION GAME PLAY ASA TOOL TO ENHANCE PERCEPTION, ATTENTION AND COGNITION
- INTRODUCTION
- VISUAL CHANGES
- Changes to Resolution of Vision
- Change in Sensitivity of Vision
- CHANGES IN ATTENTION
- Spatial and Temporal Control of Attention
- Attention to Objects
- Visual Search
- Not All Aspects of Visual Attention Change: the Case of Exogenous Attention
- COGNITIVE CHANGES
- Task Switch and Multi-Tasking
- Visual STM and Working Memory
- Proactive Interference
- Cognitive Decision Making
- WHY DO ACTION VIDEO GAMES LEADTO IMPROVED SKILLS?
- Changes in Speed of Processing
- Increase in Resources
- Improved Sensitivity
- DISCUSSION
- REFERENCES
- 12: DEVELOPING AN ELECTRONICGAME FOR VOCABULARY LEARNING
- PLAN FOR THE CHAPTER
- TECHNOLOGY, GAMES AND LEARNING:SOME DEFINITIONS AND BACKGROUND
- EMPIRICAL RESEARCH ON COMPUTER GAMESAND READING
- CONCLUSIONS ABOUT THE CURRENT STATE OF RESEARCH
- The JUMP Project
- Vocabulary Instruction
- Word Selection
- Overview of the Game Design
- Game Development Process
- EVALUATION STUDY OF COSMOS CHAOS!
- SUMMARY
- CONCLUSION
- NOTE
- ACKNOWLEDGEMENT
- REFERENCES
- 13: INSTRUCTIONAL SUPPORTIN GAMES
- SUPPORT IN SIMULATIONS
- SUPPORT IN GAMES
- SYNTHESIS
- REFERENCES
- 14: IMPLICATIONSOF CONSTRUCTIVISM FOR THE DESIGN AND USE OF SERIOUS GAMES
- INTRODUCTION
- HOW WE LEARN: A CONSTRUCTIVIST LENS
- FROM THEORY TO PRACTICE:CONSTRUCTIVIST PRINCIPLES FOR LEARNING
- The problem should be designed to engage learners in the domain area that is the focus of learning.
- Instructional guidance and support is provided in response to learners'needs for sense making, as well as to support learner inquiry, problem analysis, and proposed resolution.
- The structures, tools and resources used to support the learning process are defined as part of the design of the overall learning environment.
- INSTRUCTIONAL DESIGN FROM THE CONSTRUCTIVIST PERSPECTIVE
- CASE STUDY: ASTROENGINEER: MOON ROVER
- Game Play Overview
- Applying the Inquiry Process
- Stage 1: Situation
- Stage 2: Issues Identification Stage
- Stage 3: Inquiry Stage
- Stage 4: Action Stage
- Stage 5: Assessment Stage
- GUIDELINES FOR USING CONSTRUCTIVIST THEORY TO DESIGN AND USE GAMES TO SUPPORT LEARNING
- SUMMARY
- NOTE
- REFERENCES
- 15: IMPLICATIONS OF GAME USE FOR EXPLICIT INSTRUCTION
- DISCOVERY-BASED INSTRUCTION
- DIRECT INSTRUCTION
- HUMAN COGNITIVE ARCHITECTURE
- MODALITY EFFECT AND INSTRUCTIONAL CONSIDERATIONS
- SPLIT-ATTENTION EFFECT AND INSTRUCTIONAL CONSIDERATIONS
- REDUNDANCY EFFECT AND INSTRUCTIONAL CONSIDERATIONS
- LEARNERS' PRIOR KNOWLEDGE AND INSTRUCTIONAL CONSIDERATIONS
- WORKED EXAMPLES AND INSTRUCTIONAL CONSIDERATIONS
- GUIDANCE FADING
- DIRECT GUIDANCE AND LEARNING WITH COMPUTERIZEDSIMULATIONS AND GAMES
- CONCLUSION
- REFERENCES
- 16: COST ANALYSISIN ASSESSING GAMESFOR LEARNING
- COST ANALYSIS
- Five Forms of Cost Analysis
- Cost-Benefit Analysis (CBA)
- Cost-Utility Analysis (CUA)
- Cost-Effectiveness Analysis (CEA)
- Return on Investment (ROI)
- Net Present Value (NPV)
- COST ANALYSIS FRAMEWORK FOR CHOOSING AMONGTRAINING ALTERNATIVES
- Identifying the Objectives
- Identifying Requirements for Scale
- Identifying the Cost Model to Be Used
- Identifying the Alternatives
- Designing the Analysis
- Establishing Metrics
- Performing the Analysis
- Performing a Sensitivity Analysis
- Reporting the Results
- COST ANALYSES OF COMPUTER GAMES USEDFOR INSTRUCTION
- FINAL WORD
- REFERENCES
- 17: USING COMPUTER GAMESTO TEACH ADULT LEARNERSPROBLEM SOLVING
- COMPUTER GAMES AS AN INSTRUCTIONAL MEDIUM
- PROBLEM SOLVING MODEL AND EVALUATION OF PROBLEM SOLVING IN COMPUTER GAMES
- COGNITIVE LOAD THEORY AND PROBLEM SOLVINGIN COMPUTER GAMES
- Use of Worked Examples to Reduce Cognitive Load
- Use of Just-In-Time Information to Promote Learning
- STUDIES USING A COMPUTER GAME TO TEACH PROBLEM SOLVING
- OVERALL CONCLUSION
- SUGGESTIONS FOR FUTURE STUDIES
- AUTHOR NOTE
- REFERENCES
- 18: GENDER AND GAMING
- INTRODUCTION
- SEX AND GENDER
- THE GENDERED LANDSCAPE OF VIDEO GAMING
- GAMING AS GENDERED:REPRESENTATIONS, PLAY AND CONTEXT
- REPRESENTATIONS OF WOMEN IN GAMES
- GAME PLAY: ARE THERE WOMEN'S GAMES?
- GAMING AND GENDER IN CONTEXT
- FROM ENTERTAINMENT TO LEARNING
- GENDER, GAMES, AND LEARNING
- UNDERSTANDING GENDER IN THE CONTEXTOF GAME-BASED LEARNING
- GENDER AND THE DESIGN OF GAME-BASED LEARNING
- CHALLENGING GENDERED PRACTICESTHROUGH GAMING
- SUMMARY AND PARTING THOUGHTS
- REFERENCES
- 19: COMPUTER GAMES ANDOPPORTUNITY TO LEARN
- COMPUTER GAMES AND "OPPORTUNITY TO LEARN"
- Affordances and Constraints of Computer Games for Learning Gains
- "Digital Divide": Equitable Access and Effective Use
- Computer Games as New Opportunities for Learning
- Distinction Between Learning Games and Entertainment Games
- A CONCEPTUAL MODEL
- SES
- Access to Hardware and Educational Software and Computer Skills/literacy
- Content and Cultural Knowledge
- Affordances
- Instructional Mediation and Guidance
- Learning Gains
- Judgment Criteria
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- IV: EVALUATION AND SUMMING UP
- 20: STEALTH ASSESSMENTIN COMPUTER-BASED GAMESTO SUPPORT LEARNING
- INTRODUCTION
- Stealth Assessment, Generally Speaking
- Why Stealth Assessment Is Needed
- BRIEF DEFINITION OF TERMS
- Computer-Based Games
- Learning in Games
- Assessment in Games
- HOW TO DESIGN AND DEVELOP GOODSTEALTH ASSESSMENT
- Evidence-Centered Design
- Bayesian Networks
- EXAMPLES OF STEALTH ASSESSMENT SYSTEMS
- Thinking in Taiga Park-Example 1
- Creative Problem Solving in Oblivion-Example 2
- DISCUSSION
- NOTE
- REFERENCES
- 21: COMPUTER GAMES, PRESENT AND FUTURE
- WHERE WE ARE
- Inert Knowledge and Prompts
- Learning and Transfer
- Formative and Summative Evaluations of Games
- Multimedia Learning and Games
- Using Games for Evaluation
- Taxonomies
- WHERE WE ARE HEADED
- Games and Instructional Systems Design
- Instructional Game Theory and Instructional Theory
- RECOMMENDED RESEARCH
- Training Processes with Games
- Games and Schooling
- FINAL WORD
- REFERENCES
- AUTHOR IDENTIFICATION
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File format: ePUB
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System requirements:
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This eBook uses Adobe-DRM, a „hard” copy protection. If the necessary requirements are not met, unfortunately you will not be able to open the eBook. You will therefore need to prepare your reading hardware before downloading.
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