Psychology, Pedagogy, and Assessment in Serious Games
Connolly, Thomas M.
IGI Global, Nov 30, 2013 - Education - 522 pages
As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate, Serious Games have emerged as an effective tool for the purpose of learning, skill acquisition, and training.
Psychology, Pedagogy, and Assessment in Serious Games addresses this issue by offering empirical evidence for the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment. Emphasizing both the theory and practice in the learning and training of Serious Games, this book is useful to educationalists, researchers, sociologists, and psychologists interested in the potential of games to support learning and change behavior.
Executive Functions in Digital Games
The Road to Critical Thinking and Intelligence Analysis
Time Factor Assessment in GameBased Learning
Neurofeedback and Serious Games
Disrupting the Magic Circle
NonPlayer Characters and Artificial Intelligence
Individual Differences in the Enjoyment and Effectiveness of Serious Games
Games for and by Teachers and Learners
A Randomised Controlled Trial to Evaluate Learning Effectiveness Using an Adaptive Serious Game to Teach SQL at Higher Education Level
The Quest for a Massively Multiplayer Online Game that Teaches Physics
Assessment Integration in Serious Games
A Case for Integration
A Brief Methodology for Researching and Evaluating Serious Games and GameBased Learning
Study Design and Data Gathering Guide for Serious Games Evaluation