Educational games : design, learning, and applications /
Clasificación: | Libro Electrónico |
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Otros Autores: | , |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
New York :
Nova Science Publishers, Inc.,
c2010.
|
Colección: | Education in a competitive and globalizing world series.
|
Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- EDUCATIONAL GAMES: DESIGN, LEARNING AND APPLICATIONS
- EDUCATIONAL GAMES: DESIGN, LEARNING AND APPLICATIONS
- CONTENTS
- PREFACE
- PERSUASION ON-LINE AND COMMUNICABILITY:THE DESTRUCTION OF CREDIBILITY IN THEVIRTUAL COMMUNITY AND COGNITIVE MODELS
- Abstract
- Introduction
- 2. Techniques and Methods
- 3. Models and Guidelines for Interactive Design
- 3.1. Professionals for Cognitive Models and Design
- 3.2. Models and Metaphors: Empathy and Inference for Interfaces
- 3.3. Models for Interactive Users: Diachronic Evolution
- 4. From Human-Computer Communication to Human-ComputerInteraction4.1. Competence of the Interactive System and the User�s Change ofBehaviour
- 5. Persuasion: Main Variables of Communication in the VirtualCommunity
- 6. Persuasion Complexity: Dynamic Persuader and InteractivePersuaded Person
- 7. Persuasion, Education and New Technologies
- 7.1. Educational Websites and Credibility Factors
- 7.2. A Set of Main Components that Foster the Validity of on-LineEducational Information through Persuasion
- 8. Lesson Learned and Conclusion
- Acknowledgments
- Annex SectionReferences
- EDUCATIONAL GAMES AND COMMUNICABILITY:DESIGN, LEARNING AND INTERACTIVEAPPLICATIONS
- Abstract
- Introduction
- Education and Children
- New Technologies in the Classrooms: The Context Factor
- Hypertext, Multimedia and Hypermedia Off-Line:Hardware and Software Evolution
- Computer Graphics and Interaction in Video Games
- Internet, Contents and Video Games for Children
- Edutainment
- Classification of the Video Games
- Role and Adventure Games
- Action Games
- Simcity and the Sims: A New Era for Video Games
- Communicability, Usability and Heuristic Assessment:Obtainment of the MetricsHeuristic Assessment Modalities
- Lesson Learned
- Conclusions
- Acknowledgments
- Appendix #1: Examples of Metrics
- Appendix #2: CD-ROM, DVD and Website
- References
- PLAYING TO LEARN: EXPERIENCES IN VIRTUALBIOLOGY ENVIRONMENTS
- Abstract
- Introduction
- Organisation in the Chapter
- Context
- The Conceptual Framework of Play Applied in This Chapter
- Playing to Learn
- Motivating Learning through Play
- Self-Regulated Learning
- Problem-Solving
- Opportunities to Solve Some Challenges in Science Educationthrough Playing in Virtual EnvironmentsPlaying Science Games
- Implementing a Game into a School Curriculum
- Considerations in Designing Educational Games in Virtual Spaces
- Virtual Environments (VE)
- Micro-worlds
- Virtual Realities (Vrs) (Activities in Micro-Worlds in Ves)
- Virtual Realities or Practical Work?
- Evaluating a Game for Learning
- 1. Technical Issues
- 1.1. Skills / Knowledge Required
- 1.2. Compatibility of the Programme with School ICT / Computers