• Media type: E-Book
  • Title: Handbook of research on gaming trends in P-12 education
  • Contains: An examination of pre-service teachers' attitudes towards game-based learning / Phu Vu [and 3 others] -- Using a live simulation to teach human anatomy and the diagnostic process to high school students / Debra C. Burkey Piecka, Manetta Calinger -- Using video gameplay to measure achievement for students with disabilities: a new perspective to grading and achievement reporting / Benjamin Gallegos, Michelle T. Kepple, Caitlyn A. Bukaty -- The creation of a rubric for the evaluation of language teaching and learning videogames / Douglas A. Agar, Philip J. Chappell -- Can pre-service teachers create digital game-based activities without coding knowledge? / Phu Vu, Martonia Gaskill -- Exploring the impact of free-form and structured digital games on the player experience of kindergarten and primary school students / Sotiris Kirginas, Dimitris Gouscos -- Mission HydroSci: distance learning through game-based 3D virtual learning environments / James M. Laffey [and 4 others] -- Building Bridges: teachers leveraging game-based implicit science learning in physics classrooms / Elizabeth Rowe [and 4 others] -- The use of smart toys in learning games / Peter A. Smith, Shelly Welch -- Minecraft schooling: digital learning for junior years / Leonard Busuttil, Christina Gruppetta, Vanessa Camilleri -- Designing a learning analytic system for assessing immersive virtual learning environments / Donna Russell, Steven E. Wallis -- Navigating through virtual worlds: from single characters to large crowds / Norman Jaklin, Roland Geraerts -- Game-based learning with the leap motion controller / Martin Ebner, Norbert Spot -- A future focus of gaming: soft skills / DeAnna Proctor, Lenora Jean Justice
    Beyond fun: Pintrich, motivation to learn, and games for learning / Mario M. Martinez-Garza [and 3 others] -- Design and implementation of an MMO: approaches to support inquiry learning with games / Louisa Rosenheck [and 3 others] -- Games and their embodied learning principles in the classroom: connecting learning theory to practice / Sam von Gillern -- Game design frameworks and reality guides / Tomi "bgt" Suovuo, Ilmari Lahti, Jouni Smed -- The design of immersive virtual learning environments utilizing problem-based learning templates / Donna Russell -- Kinesthetic gaming, cognition, and learning: implications for P-12 education / Erdem Demiroz -- The theory and process involved with educational augmented reality game design / Patrick O'Shea, Chris Campbell -- Information literacy in virtual environments: changing needs of P-12 learners / Valerie J Hill -- Disciplinarily-integrated games: generalizing across domains and model types / Douglas B. Clark, Pratim Sengupta, Satyugjit Virk -- Playful transition: serious games for the middle school years / Anne Elizabeth Snyder, Victoria Van Voorhis -- Designing alien mysteries in Chatterdale: an instructor's perspective / Stella K. Hadjistassou, Judith Molka-Danielsen -- Designing digital objects to scaffold learning / Grant Van Eaton, Douglas B. Clark -- Flipping the paradigm of education: developing a comprehensive educational program integrating virtual immersive learning environments / Donna Russell --
  • Contributor: Russell, Donna [HerausgeberIn]; Laffey, James M. [HerausgeberIn]
  • imprint: Hershey, Pennsylvania: IGI Global, [2016]
  • Published in: Advances in game-based learning (AGBL) book series
  • Extent: 1 Online-Ressource (663 Seiten)
  • Language: English
  • DOI: 10.4018/978-1-4666-9629-7
  • ISBN: 9781466696303
  • Identifier:
  • RVK notation: DW 4400 : Allgemeines und Deutschland
  • Keywords: Computerspiel > Lernspiel > Unterricht > Forschung
  • Reproduction note: Also available in print
  • Origination:
  • Footnote: Includes bibliographical references and index
    Restricted to subscribers or individual electronic text purchasers
    Mode of access: World Wide Web
  • Description: "This book provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society, melding gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms"--Provided by publisher.
  • Access State: Restricted Access | Information to licenced electronic resources of the SLUB