Books · Gamification · Play · Serious Games · Teaching

Serious Games: Games That Educate, Train, and Inform

Title: Serious Games: Games That Educate, Train, and Inform

Serious Games: Games That Educate, Train, and Inform
Authors: David Michael, Sande Chen
 2005 | ISBN: 1592006221 | English | 312 pages

Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more.

“Serious Games: Games That Educate, Train, and Inform” teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game’s storyline. You’ll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. “Serious Games” shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.

Assessment · Books · Educational Philosophy · Serious Games · Smart Education · Teaching

Serious Educational Game Assessment

Title: Serious Educational Game Assessment

Serious Educational Game Assessment
English | 11 Nov. 2010 | ISBN: 946091327X | 290 Pages

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

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.

Books · Gamification · Play · Serious Games · Teaching

Handbook of Research on Serious Games for Educational Applications

Title: Handbook of Research on Serious Games for Educational Applications

Handbook of Research on Serious Games for Educational Applications
Author: Robert Zheng, Michael K. Gardner
2016 | ISBN: 152250513X | English | 496 pages

Series:: Advances in Game-based Learning

Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement.

The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Books · Gamification · Math · Play · Serious Games · Teaching

Digital Games and Mathematics Learning

Title: Digital Games and Mathematics Learning: Potential, Promises and Pitfalls

Digital Games and Mathematics Learning: Potential, Promises and Pitfalls
2015 | ISBN:9401795169 | English | 309 pages

Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives―of educators, cognitive scientists, psychologists and sociologists―on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age―proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field.

Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a textual artefact) will be supported by Springer’s online platform―allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.

Books · Computer Science · Educational Philosophy · Gamification · Play · Serious Games · Teaching

Knowledge Games

Title: Knowledge Games: How Playing Games Can Solve Problems, Create Insight, and Make Change

Author: Karen Schrier 

| 2016 | ISBN: 1421419203 | English | 280 pages

Knowledge Games: How Playing Games Can Solve Problems, Create Insight, and Make Change


(Tech.edu: A Hopkins Series on Education and Technology)

Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games―such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data―are already being used by researchers to gain scientific, psychological, and humanistic insights.

Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things.

In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.

Books · Gamification · Serious Games · Teaching

Educational Game Design Fundamentals

Title: Educational Game Design Fundamentals: A journey to creating intrinsically motivating learning experiences

English | 18 July 2018 | ISBN: 113863154X | 360 Pages |

Can we learn through play? Can we really play while learning?
Educational Game Design Fundamentals: A journey to creating intrinsically motivating learning experiencesOf course! But how?!

We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers.

Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values.

Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!

Emerging Trends · Mobile · Serious Games · Smart Education · Teaching

New Trends in E-service and Smart Computing

Title: New Trends in E-service and Smart Computing

Author: Tokuro Matsuo
English | 2018 | 116 Pages | ISBN : 3319706349

New Trends in E-service and Smart Computing

This book examines theoretical and practical aspects of emerging technologies in e-service and artificial intelligence from an academic and professional viewpoint. To do so, it focuses on three major areas: the development of novel user support systems; development of smart mobility; and emerging technologies in Artificial Intelligence (AI).

With regard to the development of novel user support systems, Chapter 1 introduces alternative ingredients recommendation using data on co-occurrence relation and ingredients categories to support cooking, while Chapter 2 introduces a study on location information inference using data acquired by low-energy Bluetooth devices. Turning to the development of smart mobility, Chapter 3 highlights a sustainable information infrastructure project for smart mobility systems. In addition, Chapter 4 presents a lifecycle-oriented development process to improve requirements and design in terms of uncertainties to provide sustainable information architectures for smart mobility.

In the book’s third and last part – emerging technologies in AI – Chapter 5 presents a summarization task for sports events on Twitter, focusing on an abstract approach based on sub-events during the sports event. Chapter 6 discusses the generation of headlines using a recurrent neural network based on a machine translation approach. Lastly, Chapter 7 explores customer behavior analysis using enthusiasm analysis, an approach that estimates customers’ activation levels.

The book gathers a selection of the highest-quality papers presented at the 4th International Congress on Advanced Applied Informatics, held on July 12–16, 2015 in Okayama, Japan. Given the breadth of its coverage, it offers a valuable resource for practitioners, researchers and students alike.

Emerging Trends · Gamification · ICT · Mobile · Serious Games · Smart Education · Teaching

E-Learning and Games

Title: E-Learning and Games: 11th International Conference

Authors: Feng Tian, Christos Gatzidis, Abdennour El Rhalibi, Wen Tang, Fred Charles
Edutainment 2017, Bournemouth, UK
English | 2017 | ISBN: 3319658484 | 308 Pages

E-Learning and Games: 11th International Conference, Edutainment 2017
This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held in Bournemouth, United Kingdom, in June 2017. The 19 full and 17 short papers presented were carefully reviewed and selected from 47 submissions. They are organized in the following topical sections: Virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; E-learning and game.

Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and ImprovementTitle: Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement

Editors: Christian Sebastian Loh, Yanyan Sheng, Dirk Ifenthaler

2015 | pages: 497 | ISBN: 3319058339

 

This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.

Gamification · Organizations · Play · Serious Games

Why Games Are Good For Business

Title: Why Games Are Good For Business

Author: Helen Routledge

2016 | ISBN: 1137448962 | English | 215 pages

Why Games Are Good For Business: How to Leverage the Power of Serious Games, Gamification and Simulations. By tapping into the same psychology that keeps gamers glued to Minecraft or World of Warcraft, innovative organizations are creating their own engaging
and flexible learning experiences. They’re called Serious Games. This is a practical toolkit for those who want to learn about more serious games and how to apply them in the workplace.
Books · Emerging Trends · Gamification · Play · Serious Games · Springer · Uncategorized

Serious Games and Edutainment Applications

Title: Serious Games and Edutainment Applications Volume II

Authors: Ma, Minhua, Oikonomou, Andreas
2017 | ISBN: 978-3-319-51645-5 | Publisher: Springer International Publishing | English | 702 pages

Springer: Serious Games and Edutainment Applications Volume II
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field.
Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education.
This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Title: Serious Games and Edutainment Applications Volume I

Serious Games and Edutainment Applications

Author: Minua Ma,  Andreas Oikonomou

English | December 9th, 2011 | ASIN: B007EMISMO, ISBN: 1447121600, 1447158113 | 504 pages


The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain.

The book offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area.

The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.