Handbook of research on effective electronic gaming in education:
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ISBN: | 9781599048116 9781599048086 |
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adam_text | TABLE OF CONTENTS FOREWORD XLVII PREFACE XLVIX VOLUME I SECTION I A
REVIEW OF RESEARCH ON EDUCATIONAL GAMING CHAPTERI A QUALITATIVE
META-ANALYSIS OFCOMPUTER GAMES AS LEAMING TOOLS 1 FENGFENG KE,
UNIVERSITY OF NEW MEXICO, USA CHAPTER 11 GAMES, CLAIMS, GENRES, AND
LEAMING 33 AROUTIS N. FOSTER, MICHIGAN STATE UNIVERSITY, USA PUNYA
MISHRA, MICHIGAN STATE UNIVERSITY, USA CHAPTERIII MASSIVELY MULTIPLAYER
ONLINE ROLE-PLAY GAMES FOR LEAMING 51 SARA DE FREITAS, UNIVERSITY
OFCOVENTRY, UK MARK GRIFFITHS, NOTTINGHAM TRENT UNIVERSITY, UK CHAPTERIV
AN INVESTIGATION OFCURRENT ONLINE EDUCATIONAL GAMES 67 YUFENG QIAN, ST.
THOMAS UNIVERSITY, USA CHAPTERV AUGMENTED REALITY GAMING IN EDUCATION
FOR ENGAGED LEAMING 83 CATHY CAVANAUGH, UNIVERSITY OF FLORIDA, USA
CHAPTERVI MOBILITY, GAMES, AND EDUCATION 96 MICHAEL A. EVANS, VIRGINIA
TECH, USA CHAPTERVII GAME INTERFACES AS BODILY TECHNIQUES III DAVID
PARISI, NEW YORK UNIVERSITY, USA CHAPTER VIII A WINDOW ON DIGITAL GAMES
INTERACTIONS IN HORNE SETTINGS 127 ELHANAN GAZIT, H.I.T.-HOLON INSTITUTE
OFTECHNOLOGY, ISRAEL CHAPTERIX ENHANCED INTERACTION IN MIXED SOCIAL
ENVIRONMENTS 146 JAMES OLIVERIO, DIGITAL WORLDS INSTITUTE, UNIVERSITY
OFFLORIDA, USA DENNIS BECK, DIGITAL WORLDS INSTITUTE, UNIVERSITY
OFFLORIDA, USA CHAPTERX ELECTRONIC GAMING IN GERMANY AS INNOVATION IN
EDUCATION 163 ANDREAS BREITER, INSTITUTE FOR INFORMATION MANAGEMENT,
UNIVERSITY OF BREMEN, GERMANY CASTULUS KOLO, MACROMEDIA UNIVERSITY OF
APPLIED SCIENCES, MUNICH, GERMANY SECTION 11 EDUCATIONAL GAMING IN K-12
OR TEACHER EDUCATION CONTEXTS CHAPTERXI A GUIDE TO INTEGRATING COTS
GAMES INTO YOUR CLASSROOM 179 RICHARD VAN ECK, UNIVERSITY OF NORTH
DAKOTA, USA CHAPTERXII PRODUCTIVE GAMING AND THE CASE FOR
HISTORIOGRAPHIE GAME-PLAY 200 SHREE DURGA, UNIVERSITY OF WISCONSIN -
MADISON, USA KURT SQUIRE, UNIVERSITY OF WISCONSIN - MADISON, USA CHAPTER
XIII GAME- BASED HISTORICAL LEARNING 219 ERIK MALCOLM CHAMPION, AUCKLAND
SCHOOL OF DESIGN, MASSEY UNIVERSITY, NEW ZEALAND CHAPTERXIV THE ROLE
OFMMORPGS IN SOCIAL STUDIES EDUCATION 235 PHI/LIP J. VANFOSSEN, PURDUE
UNIVERSITY, USA ADAM FRIEDMAN, WAKE FOREST UNIVERSILY, USA RICHARD
HARTSHORNE, UNIVERSITY OFNORTH CAROLINA AT CHARLOTTE, USA CHAPTERXV
VIDEO GAMES, READING, AND TRANSMEDIAL COMPREHENSION 251 BROCK DUBBLES,
UNIVERSITY OF MINNESOTA, USA CHAPTERXVI COTS COMPUTER GAME EFFEETIVENESS
277 CAROL LUCKHARDT REDFIELD, ST. MARY:S UNIVERSITY, USA DIANE 1.
GAITHER, SOUTHWEST RESEARCH INSTITUTE, USA NEIL M REDFIELD, JOHN JAY
SCIENCE AND ENGINEERING ACADEMY, USA CHAPTER XVII TEAEHER GAMERS VS.
TEAEHER NON-GAMERS 295 CHRISTOPHER 1. JAMES, RUSSELLVILLE CITY SCHOOLS,
USA VIVAN H WRIGHT. UNIVERSITY 0/ ALABAMA, USA CHAPTER XVIII USING
ONLINE SIMULATION TO ENGAGE USERS IN AN AUTHENTIE LEAMING ENVIRONMENT..
315 BRIAN FERRY, UNIVERSITY 0/ WOLLONGONG, AUSTRALIA LISA KERVIN,
UNIVERSITY 0/ WOLLONGONG, AUSTRALIA CHAPTERXIX PRE-SERVIEE COMPUTER
TEAEHERS AS 3D EDUEATIONAL GAME DESIGNERS 331 ZAHIDE YILDIRIM, MIDDLE
EAST TECHNICAL UNIVERSITY, TURKEY EYLEM KILIC, MIDDLE EAST TECHNICAL
UNIVERSITY, TURKEY CHAPTERXX ADOLESEENTS TEAEHING VIDEO-GAME MAKING-WHO
IS THE EXPERT HERE? 345 KATHY SANFORD, UNIVERSITY 0/ VICTORIA, CANADA
LEANNA MADILL, UNIVERSITY 0/ VICTORIA, CANADA SEETION 111 EDUCATIONAL
GAMING IN OTHER LEARNING CONTEXTS CHAPTERXXI ONLINE GAMES AS POWERFU1
FOOD ADVERTISING TO CHILDREN 358 RICHARD T. COLE, MICHIGAN STATE
UNIVERSITY, USA ELIZABETH TAYLOR QUILLIAM, MICHIGAN STATE UNIVERSITY,
USA CHAPTER XXII CHANGING HEALTH BEHAVIOR THROUGH GAMES 370 ERIN
EDGERTON, CENTERS TOR DISEASE CONTROL AND PREVENTION, USA CHAPTER XXIII
AN OVERVIEW OFUSING ELEETRONIE GAMES FOR HEALTH PURPOSES 388 WEI PENG,
MICHIGAN STATE UNIVERSITY, USA MING LIU, MICHIGAN STATE UNIVERSITY, USA
CHAPTER XXIV MMORPGS AND FOREIGN LANGUAGE EDUCATION 402 YONG ZHAO,
MICHIGAN STATE UNIVERSITY, USA CHUN LAI, MICHIGAN STATE UNIVERSITY, USA
CHAPTERXXV A VIDEOGAME, A CHINESE OTAKU, AND HER DEEP LEARNING OF A
LANGUAGE 422 KIM FELDMESSER, UNIVERSITY 0/ BRIGHTON, UK CHAPTER XXVI
DEVELOPING A SERIOUS GAME FOR POLICE TRAINING 451 AHMED BINSUBAIH,
UNIVERSITY 0/ SHEFFIELD, UK STEVE MADDOCK, UNIVERSITY 0/ SHEFFIELD, UK
DANIELA ROMANO, UNIVERSITY 0/ SHEFFIELD, UK CHAPTER XXVLL GAME-BASED
LEARNING IN DESIGN HISTORY 478 BARBARA MARTINSON, UNIVERSITY 0/
MINNESOTA, USA SAUMAN CHU, UNIVERSITY 0/ MINNESOTA, USA VOLUMELL CHAPTER
XXVLLI A POLICY GAME IN A VIRTUAL WORLD 489 MARTHA GARCIA-MURILLO,
SYRACUSE UNIVERSITY, USA IAN MACINNES, SYRACUSE UNIVERSITY, USA CHAPTER
XXIX TEACHING OOP AND COP TECHNOLOGIES VIA GAMING 508 CHONG-WEI XU,
KENNESAW STATE UNIVERSITY, USA CHAPTERXXX USING GAMES TO TEACH DESIGN
PATTERNS AND COMPUTER GRAPHICS 525 POLLYANA NOTARGIACOMO MUSTARO,
UNIVERSIDADE PRESBITERIANA MACKENZIE, BRAZIL LUCIANO SI/VA, UNIVERSIDADE
PRESBITERIANA MACKENZIE, BRAZIL ISMAR FRANGO SILVEIRA, UNIVERSIDADE
PRESBITERIANA MACKENZIE, BRAZIL CHAPTER XXXI A 3D ENVIRONMENT FOR
EXPLORING ALGEBRAIC STRUCTURE AND BEHAVIOR 546 PAUL A. FISHWICK,
UNIVERSITY 0/ F/ORIDA, USA YUNA A. PARK, UNIVERSITY 0/ F/ORIDA, USA
CHAPTER XXXII SURVIVING THE GAME 560 LINDA VAN RYNEVELD, TSHWANE
UNIVERSITY O/TECHNOLOGY, SOUTH A/RICA SECTION IV EDUCATIONAL GAMING
RESEARCH TOOLS AND METHODS CHAPTER XXXIII WAG THE KENNEL: GAMES, FRAMES,
AND THE PROBLEM OF ASSESSMENT... 577 DAVID WILLIAM SHAFFER, UNIVERSITY
0/ WISCONSIN - MADISON, USA CHAPTER XXXIV CHARACTER ATTACHMENT IN GAMES
AS MODERATOR FOR LEAMING 593 MELISSA L. LEWIS, MICHIGAN STATE
UNIVERSITY, USA RENE WEBER, UNIVERSITY 0/ CALIFORNIA SANTA BARBARA, USA
CHAPTER XXXV VISUAL ANALYSIS OF AVATARS IN GAMING ENVIRONMENTS 606
JOSEPH C. DIPIETRO, UNIVERSITY 0/ FLORIDA, USA ERIK W: BLACK, UNIVERSITY
0/ FLORIDA, USA CHAPTER XXXVI INTERPRETING GAME-PLAY THROUGH EXISTENTIAL
LUDOLOGY 621 MATTHEW THOMAS PAYNE, UNIVERSITY O/TEXAS AT AUSTIN, USA
CHAPTER XXXVII ON CHOOSING GAMES AND WHAT COUNTS AS A GOOD GAME 636
KATRIN BECKER, UNIVERSITY O/CALGARY, CANADA JAMES R. PARKER, UNIVERSITY
0/ CALGARY, CANADA CHAPTER XXXVIII DESCRIPTORS OFQUALITY TEACHERS AND
QUALITY DIGITAL GAMES 652 TEDDY MOLINE, UNIVERSITY 0/ ALBERTA, CANADA
SECTION V THE PSYCHOLOGICAL IMPACT OF EDUCATIONAL GAMING (PART 1):
COGNITION, LEARNING, PLAY, AND IDENTITY CHAPTER XXXIX DESIGNING A
COMPUTATIONAL MODEL OF LEAMING , 671 DAVID GIBSON, CURVESHIJI, INC., USA
CHAPTERXL SOCIAL PSYCHOLOGY AND MASSIVELY MULTIPLAYER ONLINE LEAMING
GAMES 702 CTINT BOWERS, UNIVERSITY OLCENTRAL FLORIDA, USA PETER A.
SMITH, UNIVERSITY OLCENTRAL FLORIDA, USA JAN CANNON-BOWERS, UNIVERSITY
OLCENTRAL FLORIDA, USA CHAPTERXLI EVALUATING AND MANAGING COGNITIVE LOAD
IN GAMES
..........*..............................................................
719 SLAVA KALYUGA, UNIVERSITY 01NEW SOUTH WALES, AUSTRATIA JAN L. PLASS,
NEW YORK UNIVERSITY, USA CHAPTER XLII SELF-REGULATED LEAMING IN VIDEO
GAME ENVIRONMENTS 738 NICK ZAP, SIMON FRASER UNIVERSITY, CANADA
JILLIANNE CODE, SIMON FRASER UNIVERSITY, CANADA CHAPTER XLIII (SELF-)
EDUCATIONAL EFFECTS OF COMPUTER GAMING CULTURES 757 JOHANNES FROMME,
UNIVERSITY 01MAGDEBURG, GERMANY BENJAMIN JOERISSEN, UNIVERSITY
01MAGDEBURG, GERMANY ALEXANDER UNGER, UNIVERSITY 01 MAGDEBURG, GERMANY
CHAPTER XLIV EXPERIENCE, COGNITION AND VIDEO GAME PLAY 776 MEREDITH
DIPIETRO, UNIVERSITY 01 FLORIDA, USA CHAPTERXLV INTERTEXTUALITY IN
MASSIVELY MULTI-PLAYER ONLINE GAMES 791 P. G. SCHRADER, UNIVERSITY
01NEVADA, LAS VEGAS, USA KIMBERLY A. LAWLESS, UNIVERSITY 01ILLINOIS,
CHICAGO, USA MICHAEL MCCREERY, UNIVERSITY 01NEVADA, LAS VEGAS, USA
CHAPTER XLVI DEVELOPMENT, IDENTITY, AND GAME-BASED LEAMING 808 YAM SAN
CHEE, NANYANG TECHNOLOGICAL UNIVERSITY, SINGAPORE KENNETH Y. T. LIM,
NANYANG TECHNOLOGICAL UNIVERSITY, SINGAPORE CHAPTER XLVII PLAY STYLES
AND LEAMING 826 CARRIE HEETER, MICHIGAN STATE UNIVERSITY, USA CHAPTER
XLVIII PLAYING ROLES IN THE MMORPG KINGDOM OFLOATHING 847 MARTIN OLIVER,
LONDON KNOWLEDGE LAB, INSTITUTE OF EDUCATION, UK CHAPTER XLIX EXPLORING
PERSONAL MYTHS FROM THE SIMS 862 VASA BURAPHADEJA, UNIVERSITY 0/
FLORIDA, USA KARA DAWSON, UNIVERSITY 0/ FLORIDA, USA SECTION VI THE
PSYCHOLOGICAL IMPACT OF EDUCATIONAL GAMING (PART 2): VIOLENCE, EMOTION,
RACE, GENDER, AND CULTURE CHAPTERL LEAMING PROCESSES AND VIOLENT VIDEO
GAMES 876 EDWARD L. SWING, IOWA STATE UNIVERSITY, USA DOUGLAS A.
GENTILE, IOWA STATE UNIVERSITY, USA CRAIG A. ANDERSON, IOWA STATE
UNIVERSITY, USA CHAPTERLI HARNESSING THE EMOTIONAL POTENTIAL OFVIDEO
GAMES 893 PATRICK FELICIA, UNIVERSITY COLLEGE CORK, IRELAND FAN PITT,
UNIVERSITY COLLEGE CORK, IRELAND CHAPTER LII GAMERS, GENDER, AND
REPRESENTATION 911 DIANE CARR, UNIVERSITY 0/ LONDON, UK CAROLINE
PELLETIER, UNIVERSITY 0/ LONDON, UK CHAPTER LIII GENDER AND RACIAL
STEREOTYPES IN POPULAR VIDEO GAMES 922 YI MOU, CAMBRIDGE, MA, USA WEI
PENG, MICHIGAN STATE UNIVERSITY, USA CHAPTERLIV CAN THE SUBALTERN PLAY
AND SPEAK OR JUST BE PLAYED WITH? 938 DAVID J. LEONARD, WASHINGTON STATE
UNIVERSITY, USA CHAPTERLV CULTURALLY RESPONSIVE GAMES AND SIMULATIONS
956 COLLEEN SWAIN, UNIVERSITY 0/ FLORIDA, USA CHAPTERLVI SAVING WORLDS
WITH VIDEO GAME ACTIVISM 970 ROBERT JONES. NEW YORK UNIVERSITY, USA
VOLUME 111 SECTION VII ED UCATIONAL GAME DESIGN CHAPTER LVII CONCEPTUAL
PLAY SPACES 989 SASHA A. BARAB, INDIANA UNIVERSITY SCHOOL OF EDUCATION,
USA ADAM INGRAM-GOBLE, CENTER FOR RESEARCH ON LEARNING AND TECHNOLOGY,
USA SCOTT WARREN, UNIVERSITY OF NORTH TEXAS, USA CHAPTER LVIII THE
DESIGN, PLAY, AND EXPERIENCE FRAMEWORK 1010 BRIAN M WINN, MICHIGAN STATE
UNIVERSITY, USA CHAPTERLIX REVEALING NEW HIDDEN CURRICULUM AND PEDAGOGY
OFDIGITAL GAMES 1025 YOUNGKYUN BAEK, KOREA NATIONAL UNIVERSITY OF
EDUCATION, REPUBLIC OF KOREA CHAPTERLX GAME DESIGN AS A COMPELLING
EXPERIENCE 1041 WEI QIU, MICHIGAN STATE UNIVERSITY, USA YONG ZHAO,
MICHIGAN STATE UNIVERSITY, USA CHAPTERLXI GAMING ETHICS, RULES,
ETIQUETTE, AND LEARNING 1057 LAURIE N. TAYLOR, UNIVERSITY OFFLORIDA, USA
CHAPTER LXII DESIGNING GAMES-BASED EMBEDDED AUTHENTIE LEARNING
EXPERIENCES 1068 PENNY DE BYL, UNIVERSITY OF SOUTHERN QUEENSLAND,
AUSTRALIA CHAPTER LXIII BRIDGING GAME DEVELOPMENT AND INSTRUCTIONAL
DESIGN 1088 JAMES BELANICH, USOARMY RESEARCH INSTITUTE FOR THE
BEHAVIORAL AND SOCIAL SCIENCES, USA KARIN A. ORVIS, OLD DOMINION
UNIVERSITY, USA DANIEL B. HORN, USO ARMY RESEARCH INSTITUTE FOR THE
BEHAVIORAL AND SOCIAL SCIENCES, USA JENNIFER L. SOLBERG, USO ARMY
RESEARCH INSTITUTE FOR THE BEHAVIORAL AND SOCIAL SCIENCES, USA CHAPTER
LXIV GAME DESIGN FOR INTUITIVE CONCEPT KNOWLEDGE 1104 DEBBIE DENISE
RESSE, CENTER FOR EDUCATIONAL TECHNOLOGIES, WHEELING JESUIT UNIVERSITY,
USA CHAPTERLXV LEVERAGING THE AFFORDANCES OF AN ELECTRONIC GAME TO MEET
INSTRUCTIONAL GOALS 1127 YUXIN MA, UNIVERSITY OF LOUISIANA AT LAFAYETTE,
USA DOUGLAS WILLIAMS, UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA CHARLES
RICHARD, UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA LOUISE PREJEAN,
UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA CHAPTER LXVI INSTRUCTIONAL
GAME DESIGN USING COGNITIVE LOAD THEORY 1143 WENHAO DAVID HUANG,
UNIVERSITY OF !LLINOIS, USA TRISTAN JOHNSON, FLORIDA STATE UNIVERSITY,
USA CHAPTER LXVII MOTIVATION, LEARNING, AND GAME DESIGN 1166 MAHBOUBEH
ASGARI, SIMON FRASER UNIVERSITY, CANADA DAVID KAUFMAN, SIMON FRASER
UNIVERSITY, CANADA CHAPTER LXVIII DESIGNING GAMES FOR LEARNING 1183
SCOTT J. WARREN, UNIVERSITY OF NORTH TEXAS, USA MARY JO DONDLINGER,
UNIVERSITY OFNORTH TEXAS, USA CHAPTER LXIX INTERACTION WITH MMOGS AND
IMPLICATIONS FOR E-LEARNING DESIGN 1204 PANAGIOTIS ZAHARIAS, UNIVERSITY
OF THE AEGEAN, GREECE & ATHENS UNIVERSITY OF ECONOMICS AND BUSINESS,
ATHENS, GREECE ANTHONY PAPARGYRIS, ATHENS UNIVERSITY OF ECONOMICS AND
BUSINESS, GREECE CHAPTERLXX NARRATIVE DEVELOPMENT AND INSTRUCTIONAL
DESIGN 1218 DOUGLAS WILLIAMS, UNIVERSITY OFLOUISIANA AT LAFAYETTE, USA
YUXIN MA, UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA CHARLES RICHARD,
UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA LOUISE PREJEAN, UNIVERSITY OF
LOUISIANA AT LAFAYETTE, USA CHAPTER LXXI CHILDREN AS CRITICS
OFEDUCATIONAL COMPUTER GAMES DESIGNED BY OTHER CHILDREN 1234 LLOYD P.
RIEBER, THE UNIVERSITY OFGEORGIA, USA JOAN M DAVIS, THE UNIVERSITY
OFWASHINGTON, USA MICHAEL J. MATZKO, INDEPENDENT CONSULTANT, USA MICHAEL
M GRANT, THE UNIVERSITY OF MEMPHIS, USA CHAPTER LXXLL VIDEO-GAME
CREATION AS A LEAMING EXPERIENCE FOR TEACHERS AND STUDENTS. 1257 LEANNA
MADILL, UNIVERSITY OF VICTORIA, CANADA KATHY SANFORD, UNIVERSITY OF
VICTORIA, CANADA SECTION VLLI THE FUTURE OF EDUCATIONAL GAMING CHAPTER
LXXILL THE FUTURE OFDIGITAL GAME-BASED LEAMING 1274 BRIAN MAGERKO,
GEORGIA INSTITUTE OFTECHNOLOGY, USA CHAPTER LXXIV ARTISTS IN THE MEDIUM
1289 KURT SQUIRE, UNIVERSITY OFWISCONSIN - MADISON, USA CHAPTER LXXV THE
POSITIVE IMPACT MODEL IN COMMERCIAL GAMES 1303 RUSEL DEMARIA, DEMARIA
STUDIO, USA CHAPTER LXXVI EDUCATION AND EXPLOITATION OFFTHE VIRTUAL
TRAIN TO OREGON 1318 CHAD M HARMS, IOWA STATE UNIVERSITY, USA SECTION IX
APPENDIX: GLOSSARY OF TERMS APPENDIXA AN OVERVIEW OF GAMING TERMINOLOGY:
CHAPTERS I-LXXVI.. 1333 CLARK ALDRICH, SIMULEARN, USA JOSEPH C.
DIPIETRO, UNIVERSITY OFFLORIDA, USA SEETION X APPENDIX: SELEETED
READINGS APPENDIX B, SELEETED READINGS GAMES AND SIMULATIONS: A NEW
APPROACH IN EDUCATION? 1354 GOEKNUR KAPLAN AKILLI, PENNSYLVANIA STATE
UNIVERSITY, USA APPENDIX C, SELECTED READINGS DEVELOPING ENJOYABLE
SECOND LANGUAGE LEAMING SOFTWARE TOOLS: A COMPUTER GAME PARADIGM 1372
CHEE SIANG ANG, CITY UNIVERSITY, UK PANAYIOTIS ZAPHIRIS, CITY
UNIVERSITY, UK APPENDIX D, SELECTED READINGS GAME MODS: CUSTOMIZABLE
LEAMING IN A K 16 SETTING 1390 ELIZABETH FANNING, THE UNIVERSITY
O/VIRGINIA, USA APPENDIX E, SELECTED READINGS ONLINE GAMES FOR 21 SI
CENTURY SKILLS 1400 LISA GALARNEAU, UNIVERSITY 0/ WAIKATO, NEW ZEALAND
MELANIE ZIBIT, BOSTON COLLEGE, USA APPENDIX F, SELEETED READINGS
GAME-BASED INSTRUCTION IN A COLLEGE CLASSROOM 1427 NANCY SARDONE, SETON
HALL UNIVERSITY, USA ROBERTA DEVLIN-SCHERER, SETON HALL UNIVERSITY, USA
JOSEPH MARTINELLI, SETON HALL UNIVERSITY, USA APPENDIX G, SELEETED
READINGS CREATIVE REMIXING AND DIGITAL LEAMING: DEVELOPING AN ONLINE
MEDIA LITERACY LEAMING TOOL FOR GIRLS 1440 RENEE HOBBS, TEMPLE
UNIVERSITY, USA JONELLE ROWE, DEPARTMENT 0/ HEALTH AND HUMAN SERVICES,
USA APPENDIX H, SELEETED READINGS LEARNING WHILE PLAYING: DESIGN
IMPLICATIONS FOR EDUTAINMENT GAMES 1449 KALLE JEGERS, UMEA UNIVERSITY,
SWEDEN CARLOTTE WIBERG, UMEA UNIVERSITY, SWEDEN APPENDIX I, SELEETED
READINGS RELIVING HISTORY WITH RELIVING THE REVOLUTION : DESIGNING
AUGMENTED REALITY GAMES TO TEACH THE CRITICAL THINKING OFHISTORY 1460
KAREN SCHRIER, MIT, USA APPENDIX J, SELEETED READINGS INSIGHTS INTO THE
IMPACT OF SOCIAL NETWORKS ON EVOLUTIONARY GAMES ]477 KATIA SYEARA,
CARNEGIE MELLON UNIVERSITY, USA PAUL SCERRI, CARNEGIE MELLON UNIVERSITY,
USA ANTON CHEEHETKA, CARNEGIE MELLON UNIVERSITY, USA DETAILED TABLE OF
CONTENTS FOREWORD : XLV II PREFACE XLVIX VOLUME I SECTION I A REVIEW OF
RESEARCH ON EDUCATIONAL GAMING CHAPTERI A QUALITATIVE META-ANALYSIS
OFCOMPUTER GAMES AS LEARNING TOOLS I FENGFENG KE, UNIVERSITY 0/ NEW
MEXICO, USA DRAWING ON THE GROUNDED THEORY APPROACH AND A QUALITATIVE
META-ANALYSIS, THIS CHAPTER SYSTEMATI- CALLY REVIEWS AND SYNTHESIZES THE
THEORIES, METHODS, AND FINDINGS OF BOTH QUALITATIVE AND QUANTITATIVE
INQUIRIES ON COMPUTER-BASED INSTRUCTIONAL GAMES. A MAJOR PURPOSE OF THIS
LITERATURE REVIEW AND META- ANALYSIS IS TO INFORM POLICY AND PRACTICE
BASED ON EXISTING STUDIES. FOUR MAJOR RECURRING THEMES CONCERNING THE
EFFECTIVENESS OF COMPUTER-BASED INSTRUCTIONAL GAMES EMERGED FROM A
COMPARATIVE ANALYSIS OF 89 INSTRUCTIONAL GAMING STUDIES AND ARE
DISCUSSED WITH THE SUPPORT OF EXEMPLAR RESEARCH. CHAPTERII GAMES,
CLAIMS, GENRES, AND LEARNING 33 AROUTIS N FOSTER, MICHIGAN STATE
UNIVERSITY, USA PUNYA MISHRA, MICHIGAN STATE UNIVERSITY, USA THE AUTHORS
OFFER A FRAMEWORK FOR CONDUCTING RESEARCH ON GAMES FOR LEARNING.
BUILDING ON A SUR- VEY OF THE LITERATURE ON GAMES, THEY SUGGEST A
CATEGORIZATION SCHEME (PHYSIOLOGICAL AND PSYCHO- LOGICAL) OF THE RANGE
OF CLAIMS MADE FOR GAMES. THEY ALSO ARGUE THAT ASSESSMENT ON LEARNING
FROM GAMES NEEDS TO CONSIDER THE SPECIFIC CLAIMS OF GAMES, AS THEY
INTERACT WITH GENRE AND CONTENT KNOWLEDGE. THE CHAPTER INCLUDES AN
INTRODUCTION TO AN ONGOING STUDY THAT UTILIZES THIS APPROACH. CHAPTER
111 MASSIVELY MULTIPLAYER ONLINE ROLE-PLAY GAMES FOR LEARNING 51 SARA DE
FREITAS, UNIVERSITY O/COVENTRY, UK MARK GRIJFITHS, NOTTINGHAM TRENT
UNIVERSITY, UK THIS CHAPTER EXPLORES WHETHER MASSIVE1Y MULTI-PLAYER
ONLINE ROLE-PLAY GAMES (MMORPGS) CAN BE USED EFFECTIVELY TO SUPPORT
LEARNING AND TRAINING COMMUNITIES. THE CHAPTER PROPOSES THAT
CROSS-DISCIPLINARY APPROACHES TO THE STUDY OF GAME-BASED LEARNING ARE
NEEDED TO SUPPORT BETTER SYNTHESIS OF OUR CURRENT UNDERSTANDING OF THE
EFFECTIVENESS OF LEARNING WITH GAMES. THIS CHAPTER INDICATES FUTURE
DIRECTIONS FOR CROSS-DISCIPLINARY RESEARCH APPROACHES IN THIS FIE1D AND
CONSIDERS HOW COLLABORATIVE LEARNING COULD BEST BE SUPPORTED THROUGH
THIS APPROACH. CBAPTERIV AN INVESTIGATION OFCURRENT ONLINE EDUCATIONAL
GAMES 67 YU/ENG QIAN, ST. THOMAS UNIVERSITY, USA TO REFLECT THE
PREFERENCES AND MEET THE NEEDS OF THIS GENERATION OF LEARNERS, MYRIAD OF
ONLINE GAMES FOR EDUCATIONAL PURPOSES ARE MADE AVAILABLE-THE SHEER
NUMBER OF EXISTING EDUCATIONAL GAMES IS OVER- WHELMING. THE PURPOSE
OFTHIS CHAPTER WAS TO INVESTIGATE THE CURRENT STATE OF EDUCATIONAL GAMES
ON THE INTERNET TARGETING K-12LEARNERS IN THE UNITED STATES. MAJOR GAME
PROVIDERS AND SALIENT DESIGN FEATURES WERE IDENTIFIED, AND FUTURE
DIRECTIONS OF GAME DEVELOPMENT FOR EDUCATIONAL PURPOSES WERE DISCUSSED.
CBAPTERV AUGMENTED REALITY GAMING IN EDUCATION FOR ENGAGED LEARNING 83
CATHY CAVANAUGH, UNIVERSITY 0/ FLORIDA, USA EDUCATIONAL GAME DEVELOPERS
DESIGN AUGMENTED REALITY GAMES (AR) TO MAXIMIZE TRANSFER OF LEARN- ING
THROUGH CLOSE APPROXIMATION OF THE GAME-SCAFFOLDED SKILLS AND THE GAME
ENVIRONMENT TO REAL SKILLS AND CONTEXTS. THE GAMES IMMERSE PLAYERS IN
ELECTRONIC AND ACTUAL LEARNING SITUATIONS US- ING FEATURES THAT MAKE
THEM EFFECTIVE LEARNING EXPERIENCES FOR FOSTERING MEANINGFUL LEARNING.
THIS CHAPTER PROVIDES EVIDENCE OF THE STRENGTHS AND AREAS FOR CONTINUED
DEVELOPMENT IN THE APPLICA- TION OF AUGMENTED REALITY GAMES FOR
CHILDHOOD AND ADULT LEARNING IN FORMAL AND INFORMAL SETTINGS. CBAPTERVI
MOBILITY, GAMES, AND EDUCATION 96 MICHAEL A. EVANS, VIRGINIA TECH, USA
THIS CHAPTER PROPOSES THAT THE CONVERGENCE OF MOBILE DEVICES AND DIGITAL
GAME-BASED LEARNING MAY HAVE PROFOUND IMPLICATIONS FOR EDUCATIONAL
TRANSFORMATION. KEY ISSUES TO BE ADDRESSED IN THE CHAPTER ARE THESE: (L)
THE PERVASIVENESS OF MOBILE AND SHARED TECHNOLOGIES; (2) CONTEMPORARY
ACCOUNTS OFLEARN- ING THEORY IN TERMS OFMOBILITY; (3) UNIQUE QUALITIES
OFMOBILE LEARNING AND TECHNOLOGIES; (4) SUCCESSFUL APPLICATIONS FOR
MOBILE LEARNING; AND (5) IMPLICATIONS FOR FUTURE RESEARCH AND PRACTICE.
IT IS CRITICAL TO EXAMINE TRENDS IN MOBILE TECHNOLOGY AND DIGITAL GAME
ADOPTION AND USE TO DEVELOP CREATIVE STRATEGIES AND APPLICATIONS, AND
EFFECTIVE POLICIES THAT LEAD TO INNOVATIVE INSTRUCTIONAL AND LEARNING
ENVIRONMENTS. CBAPTERVII GAME INTERFACES AS BODILY
TECHNIQUES....................................................................
........................... 111 DAVID PARISI, NEW YORK UNIVERSITY, USA
THIS CHAPTER DISCUSSES THE WAY THAT NEW VIDEO GAME INTERFACES ARE BEING
USED TO INVOKE THE WHOLE BODY AS A PARTICIPANT IN THE GAME TEXT. AS
SUCH, NEW VIDEO GAMES INVOLVE MORE THAN COGNITIVE EDUCATION, BY
IMPARTING A SET OFBODY HABITS TO THE PLAYER. THIS CHAPTER PROPOSES A NEW
VOCABULARY FOR UNDERSTANDING THESE DEVICES, REFERRING TO THEM AS BODILY
INTERFACES. IT ALSO DISCUSSES THREE ASPECTS OFBODILY INTERFACES: MODE OF
CAPTURE, HAPTICS, AND BUTTON REMAPPING. FINALLY, IT CONCLUDES BY
POINTING TO THEORETICALLITERATURE ON THE RELATIONSHIP BETWEEN THE
PHYSICAL AND MENTAL ASPECTS OF THE LEARNING PROCESS THAT MAY BE USEFUL
IN RETHINKING ELECTRONIC GAMES. CHAPTER VIII A WINDOW ON DIGITAL GAMES
INTERACTIONS IN HORNE SETTINGS 127 ELHANAN GAZIT, H.I.T.-HOLON INSTITUTE
OFTEEHNOLOGY, ISRAEL THIS CHAPTER PRESENTS AN ANALYSIS OF THE DYNAMICS
OF THE CHILDREN S DIGITAL GAMES INTERACTIONS, WHICH TAKE PLACE IN THEIR
HORNE SURROUNDINGS. SINCE DIGITAL GAMES HAVE BECOME ONE OF THE MAIN
BUILDING BLOCKS IN THE CHILDREN S WORLD, THERE IS A NEED TO EXAMINE THE
IMPACT OF THE WIDESPREAD USE OF DIGITAL GAMES IN CHILDREN S EVERYDAY
LIFE. THE STUDY S FRAMEWORK SERVED AS A WINDOW FOR CLOSE OBSERVATION OF
THE WAYS YOUNG CHILDREN SPONTANEOUSLY PLAY DIGITAL GAMES AND INTERACT
WITH EACH OTHER. THEORETICAL IMPLICATIONS FOR DIGITAL GAME RESEARCH AND
THE PEDAGOGICAL IMPLICA- TIONS REGARDING THE DESIGN AND IMPLEMENTATION
OF INTERACTIVE LEAMING ENVIRONMENTS ARE DISCUSSED. CHAPTERIX ENHANCED
INTERACTION IN MIXED SOCIAL ENVIRONMENTS 146 JAMES OLIVERIO, DIGITAL
WORLDS INSTITUTE, UNIVERSITY OFFLORIDA, USA DENNIS BEEK, DIGITAL WORLDS
INSTITUTE, UNIVERSITY OFFLORIDA, USA THIS CHAPTER INTRODUCES THE TERM
MIXED SOCIAL ENVIRONMENTS AS A STRATEGIC LEAMING CONSTRUCT TO AUGMENT
STUDENT INTERACTION WHEN UTILIZING VIRTUAL WORLD ENVIRONMENTS SUCH AS
SECOND LIFE IN THE C1ASSROOM. WHILE AN INCREASING NUMBER OF INSTITUTIONS
ARE INVESTIGATING THE USE OF VIRTUAL WORLD ENVIRONMENTS FOR ENHANCED
LEAMING, AT PRESENT THERE ARE AT LEAST THREE MAJOR AREAS THAT ARE
UNDERDEVELOPED: INTERDISCIPLINARY RESEARCH, DOCUMENTATION OF BEST
PRACTICES, AND EXPLORATION OF THE USE OF MIXED SOCIAL ENVIRONMENTS. THE
AUTHORS PRESENT AN OVERVIEW OF A COURSE IN HOPES OF HELPING TO INFORM
BEST PRACTICES, EXPAND INTERDISCIPLINARY RESEARCH, AND ASSIST IN THE
DESIGN OF FUTURE MIXED SOCIAL ENVIRONMENTS FOR ENHANCED LEAMING.
CHAPTERX ELECTRONIC GAMING IN GERMANY AS INNOVATION IN EDUCATION 163
ANDREAS BREITER, INSTITUTE FOR IRIFORMATION MANAGEMENT, UNIVERSITY OF
BREMEN, GERMANY CASTULUS KOLO, MAEROMEDIA UNIVERSITY OF APPLIED
SCIENEES, MUNIEH, GERMANY ELECTRONIC GAMING IN EDUCATION REMAINS A
THEORETICAL OR AT BEST MARGINAL ISSUE AS LONG AS IT IS NOT ADOPTED IN
GENERAL EDUCATIONAL SETTINGS. AFTER INTRODUCING AN ANALYTICAL FRAMEWORK
FOR STRUCTURING SUCH PROCESSES OF THE DIFFUSION OF INNOVATIONS, THE
AUTHORS PRESENT EMPIRICAL EVIDENCE FROM THE ADOPTION PROCESS OF
ELECTRONIC GAMING IN GERMANY. THE RESULTS ARE DISCUSSED FOCUSING ON THE
ROLE OF SEVERAL INFLUENCING FACTORS ON THE SCOPE AND THE SPEED OF
INNOVATIONS. THE CHAPTER CONCLUDES WITH POSSIBLE GENERALIZATIONS
DEPARTING FROM THE SPECIFIC SITUATION AND THE TRADITION OF EDUCATION IN
GERMANY. SEETION 11 EDUCATIONAL GAMING IN K-12 OR TEACHER EDUCATION
CONTEXTS CHAPTERXI A GUIDE TO INTEGRATING COTS GAMES INTO YOUR CLASSROOM
179 RICHARD VAN ECK, UNIVERSITY 0/ NORTH DAKOTA, USA MANY OF THE
EDUCATIONAL OUTCOMES WE SEEK TO PROMOTE IN PUBLIC EDUCATION, SUCH AS
PROBLEM SOLV- ING AND CRITICAL THINKING, ARE DIFFICULT TO ACHIEVE GIVEN
THE CONSTRAINTS OF THE REAL-WORLD C1ASSROOM. COMMERCIAL OFF-THE-SHELF
(COTS) GAMES MAKE EXCELLENT TOOLS FOR ADDRESSING BOTH CONTENT-BASED AND
HIGHER ORDER LEARNING OUTCOMES, AND MANY EDUCATORS ARE EXPLORING THEIR
USE IN THE C1ASSROOM. THE FIRST PART OF THIS CHAPTER WILL EXAMINE THE
THEORIES THAT UNDERLIE THE SUCCESSFUL INTEGRATION OF COMMERCIAL GAMES IN
THE C1ASSROOM. THESE THEORIES AND THE MODEL ARE DISCUSSED IN THE SEC-
OND PART OF THIS CHAPTER IN THE CONTEXT OF ACTUALLY DESIGNING COTS
GAME-BASED LEARNING (GBL). CHAPTERXII PRODUCTIVE GAMING AND THE CASE FOR
HISTORIOGRAPHIE GAME-PLAY 200 SHREE DURGA, UNIVERSITY 0/ WISCONSIN -
MADISON, USA KURT SQUIRE, UNIVERSITY 0/ WISCONSIN - MADISON, USA THIS
CHAPTER EXAMINES THE POTENTIAL OFVIDEO GAMES AS A LEARNING TOOL GIVEN
THEIR PRODUCTIVE CAPACITY FOR CONTENT CREATION AND DISSEMINATION. BASED
ON THE FINDINGS FROM A LONGITUDINAL STUDY, THIS PAPER ARGUES THAT
HISTORICAL MODEL CONSTRUCTION IS A COMPELLING WAY TO MEDIATE ONE S
UNDERSTANDINGS ABOUT HISTORY. PARTICIPANTS IN THIS GAME-BASED LEARNING
PROGRAM DEVELOPED NEW IDENTITIES AS PRODUCERS AS WELL AS CON- SUMERS
OFHISTORICAL SIMULATIONS. CHAPTER XIII GAME- BASED HISTORICAL LEARNING
219 ERIK MALCOLM CHAMPION, AUCKLAND SCHOOL 0/ DESIGN, MASSEY UNIVERSITY,
NEW ZEALAND GAME-BASED HISTORIEALLEARNING AIMS TO PROVIDE WAYS IN WHICH
THE TECHNOLOGY, INTERACTIVITY, OR CULTURAL CON- VENTIONS OF COMPUTER
GAMING CAN HELP AFFORD THE CULTUML UNDERSTANDING OF THE SELF, OF THE
PAST, OR OF OTHERS WITH MINDSETS QUITE DIFFERENT TO OUR OWN. THIS
CHAPTER WILL OUTLINE THE MAJOR TECHNOLOGICAL, PEDAGOGICAL, AND
EVALUATION ISSUES PERTINENT TO GAME-BASED HISTORIEALLEARNING, PROVIDE
WORKING DEFINITIONS OFVIRTUALLEAMING THAT MAY LEND THEMSELVES TO
EVALUATIONS, AND ENDEAVORTO EXPLAIN HOW SPECIFIC ISSUES OF GAME-BASED
HISTORIEAL LEARNING MAY BE ADDRESSED. IT WILL ALSO FORECAST TRENDS AND
SUGGEST APPROACHES TO HELP FOCUS THIS DIVERSE FIELD. CHAPTERXIV THE ROLE
OFMMORPGS IN SOCIAL STUDIES EDUCATION 235 PHILLIP J. VANFOSSEN, PURDUE
UNIVERSITY, USA ADAM FRIEDMAN, WAKE FOREST UNIVERSITY, USA RICHARD
HARTSHORNE, UNIVERSITY 0/ NORTH CAROLINA AT CHARLOLTE, USA IN THIS
CHAPTER, THE AUTHORS PROVIDE EVIDENCE FOR THE POTENTIAL OF MMORPGS FOR
SOCIAL STUDIES EDUCA- TION BY PROVIDING A DETAILED REVIEW OF RELEVANT
LITERATURE FROM THE FIELDS OF GAMES STUDIES, EDUCATIONAL TECHNOLOGY, AND
THE SOCIAL NETWORKING UNIVERSE. THIS EVIDENCE INCLUDES GAME SCHOLARS
EFFORTS TO DEVELOP C1ASSROOM APPLICATIONS OF MMORPGS IN THE SOCIAL
SCIENCES AND RELATED DISCIPLINES AND ALSO PROVIDE EXAMPLES OF
CITIZENSHIP EDUCATION ALREADY OCCURRING WITH MMORPGS. THE AUTHORS ALSO
PROVIDE AN OVERVIEW OFPERCEIVED COSTS AND BENEFITS ASSOCIATED WITH
C1ASSROOM MMORPG USE, INCLUDING LOGISTICAL HURDLES THAT NEED TO BE
OVERCOME. CHAPTERXV VIDEO GAMES, READING, AND TRANSMEDIAL COMPREHENSION
251 BROCK DUBBLES, UNIVERSITY OF MINNESOTA, USA IN THIS QUALITATIVE
STUDY, LITERACY PRACTICES OF STRUGGLING SEVENTH AND EIGHTH GRADERS
WERE RE- CORDED ON VIDEOTAPE AS THEY ENGAGED IN BOTH TRADITIONAL AND NEW
LITERACY PRACTICES IN AN AFTER SCHOOL VIDEO GAMES CLUB. THESE RECORDINGS
WERE ANALYZED IN THE CONTEXT OF BUILDING COMPREHEN- SION SKILLS WITH
VIDEO GAMES. PLAYING VIDEO GAMES IS VIEWED HERE AS A LITERATE PRACTICE,
AND WAS SEEN TO BE MORE ENGAGING THAN TRADITIONAL ACTIVITIES (SUCH AS
READING SCHOOL TEXT, WRITING JOURNALS, ETC.). THE CONCLUSION OF THIS
OBSERVATION MAKES CONNECTIONS TO CURRENT RESEARCH IN COMPREHEN- SION AND
PROVIDES A BASIS FOR TEACHERS TO USE GAMES TO DEVELOP COMPREHENSION AND
LEARNING. CHAPTERXVI COTS COMPUTER GAME EFFECTIVENESS 277 CAROL
LUCKHARDT REDFIELD, ST. MARY S UNIVERSITY, USA DIANE L. GAITHER,
SOUTHWEST RESEARCH INSTITUTE, USA NEU M REDFIELD, JOHN JAY SCIENCE AND
ENGINEERING ACADEMY, USA THIS CHAPTER LOOKS AT EFFECTIVENESS OF
COMMERCIALLY-AVAILABLE EDUCATIONAL COMPUTER GAMES. TWO EFFECTIVENESS
STUDIES CONDUCTED AT JOHN JAY HIGH SCHOOL AND THE RESULTS OF THE STUDIES
ARE PRE- SENTED ON THE EDUCATIONAL COMPUTER GAME MATH BLASTER ALGEBRA.
ONE OF THE STUDIES SHOWED A POSITIVE LEARNING INCREASE FROM USING MATH
BLASTER ALGEBRA. BOTH STUDIES SHOWED NO NEGATIVE IMPACTS ON SCORES AND
GRADES WITH MORE TIME PLAYING THE GAME. WITH LESSONS LEARNED FROM GAME
THEORY, INTELLIGENT COMPUTER-BASED TRAINING FIELD, AND THESE
EFFECTIVENESS STUDIES, EDUCATIONAL COMPUTER GAMING CAN CONTINUE TO GROW,
BE EFFECTIVE, AND BE ACCEPTED INTO EDUCATIONAL SYSTEMS. CHAPTER XVII
TEACHER GAMERS VS. TEACHER NON-GAMERS 295 CHRISTOPHER L. JAMES,
RUSSELLVILLE CITY SCHOOLS, USA VIVAN H. WRIGHT, UNIVERSITY OF ALABAMA,
USA THE PURPOSE OF THIS STUDY WAS TO IDENTIFY SECONDARY TEACHERS WITH
VIDEO GAME PLAY EXPERIENCE AND DETERMINE IF PERCEIVED LEVELS OF COMFORT
IN REGARD TO COMPLETING JOB-RELATED TECHNOLOGY TASKS, AMOUNTS OF
INSTRUCTIONAL TECHNOLOGY USAGE, AND AMOUNTS OF PARTICIPATION IN
INNOVATIVE TEACHING STRATEGIES ARE AFFECTED BY EXPERIENCE OR LACK OF
EXPERIENCE WITH VIDEO GAMES. ALTHOUGH SIGNIFICANT DIFFERENCES WERE NOT
FOUND BETWEEN TEACHERS IDENTIFIED AS GAMERS AND THOSE AS NON-GAMERS,
RESEARCHERS MAY CHOOSE TO INVESTIGATE SPECIFIC AREAS WHERE MEAN
DIFFERENCES WERE FOUND. THIS STUDY CAN BE USED AS A REFERENCE POINT FOR
FUTURE RESEARCH INTO TEACHERS AND VIDEO GAME PLAY IN REGARD TO TEACHING
PRACTICES AND JOB-RELATED TASKS. CHAPTER XVIII USING ONLINE SIMULATION
TO ENGAGE USERS IN AN AUTHENTIE LEAMING ENVIRONMENT.. 315 BRIAN FERRY,
UNIVERSITY 0/ WOLLONGONG, AUSTRALIA LISA KERVIN, UNIVERSITY 0/
WOLLONGONG, AUSTRALIA THIS CHAPTER DESCRIBES HOW AN AUTHENTIC LEAMING
FRAMEWORK WAS USED TO INFORM THE DESIGN OF AN ON LINE SIMULATION THAT
INCLUDED GAMING FEATURES SPECIFICALLY DESIGNED TO ENHANCE LEAMER
ENGAGEMENT. IT DESCRIBES AN ANALYSIS OF USER RESPONSES TO THE SIMULATION
FOCUSING PARTICULARLY ON LEAMER ENGAGEMENT AND WHAT THEY LEAMED FROM
USING THE SOFTWARE. THE RESEARCH REVEALED THAT USERS INITIAL1Y
APPROACHED THE SOFTWARE FROM A GAMING FRAMEWORK, HOWEVER WITH EXTENDED
INTERACTION WITH THE SOFTWARE, MOVED TOWARD TREATING THE VIRTUAL
EXPERIENCE AS AN AUTHENTIE ENVIRONMENT, EVEN TO THE POINT OF EMPATHISING
WITH SOME OF THE VIRTUAL CHARACTERS AND DOWNLOADING SOME OFTHE SUPPORT
MATERIAL THAT THEY MIGHT USE IN REAL CLASSROOMS. CHAPTERXIX PRE-SERVICE
COMPUTER TEACHERS AS 3D EDUCATIONAL GAME DESIGNERS 331 ZAHIDE YILDIRIM,
MIDDLE EAST TECHNICAL UNIVERSITY, TURKEY EYLEM KILIC, MIDDLE EAST
TECHNICAL UNIVERSITY, TURKEY THIS CHAPTER EXPLORES PROSPECTIVE COMPUTER
TEACHERS PERCEPTIONS OF AND EXPERIENCES IN GOAL-BASED SCENARIO (GBS)
CENTERED 3-D EDUCATIONAL GAME DEVELOPMENT PROCESS. TWENTY-SIX
PRE-SERVICE COMPUTER TEACHERS WHO ENROLLED IN AN UNDERGRADUATE COURSE
FORMED THE SAMPIE OF THIS CASE STUDY. THE FINDINGS INDICATED THAT THE
PRE-SERVICE TEACHERS PREFERRED GBS-CENTERED EDUCATIONAL GAME TO
TRADITIONAL EDUCA- TIONAL GAME. THEY DECLARED THAT THE MOST IMPORTANT
FEATURE OF EDUCATIONAL GAME WAS ITS CONTRIBUTION TO MOTIVATION,
ATTENTION, AND RETENTION. CHAPTERXX ADOLESCENTS TEACHING VIDEO-GAME
MAKING-WHO IS THE EXPERT HERE? 345 KATHY SANFORD, UNIVERSITY 0/
VICTORIA, CANADA LEANNA MADILL, UNIVERSITY 0/ VICTORIA, CANADA THIS
CHAPTER DESCRIBES A STUDY CONDUCTED WITH NINE ADOLESCENTS HIRED TO
INSTRUCT WEEK-IONG VIDEO GAME MAKING CAMPS OVER THE COURSE OF ONE SUMMER
AND THE SUBSEQUENT FALL, WORKING WITH YOUNGER CHILDREN AGED 9-12. DATA
WAS COLLECTED THROUGH PARTIEIPANT OBSERVATION, REPEATED INTERVIEWS, AND
FOCUS GROUPS WITH THE PARTICIPANT ADOLESCENT TEACHERS. BY ENGAGING IN
TEACHING AS WEIL AS PLAY- ING, THESE YOUTHS HAVE HAD GREATER
OPPORTUNITIES TO CRITICALLY REFLECT ON THEIR LEAMING, ASSESSING THE
VALUE OF THE TECHNICAL AND IDEOLOGICAL APPROACHES TO VIDEOGAMES. SEVERAL
THEMES EMERGED RELATED TO KNOWLEDGE OF CONTENT, ISSUES OF MANAGEMENT OF
LEAMING ENVIRONMENTS, AND LEAMING HOW TO TEACH. SEETION 111 EDUCATIONAL
GAMING IN OTHER LEARNING CONTEXTS CHAPTERXXI ONLINE GAMES AS POWERFUL
FOOD ADVERTISING TO CHILDREN 358 RICHARD T. COLE, MICHIGAN STATE
UNIVERSITY, USA ELIZABETH TAYLOR QUILLIAM, MICHIGAN STATE UNIVERSITY,
USA AS INTERNET MARKETING HAS EVOLVED, CUSTOMIZED ONLINE GAMES CREATED
TO PROMOTE SPECIFIC BRANDS OR PRODUCTS HAVE BEEN EMBRACED BY FOOD
MARKETERS. AT THE SAME TIME THAT THESE ADVERGAMES, A HYBRID OF
ENTERTAINMENT AND ADVERTISING, HAVE EMERGED, CHILDHOOD OBESITY IN THE
UNITED STATES HAS REACHED WHAT SOME CONSIDER EPIDEMIC PROPORTIONS.
ADVERTISING TO CHILDREN IS FREQUENTLY IMPLICATED AS CONTRIBUTING TO
CHILDREN S POOR DIETARY CHOICES AND ULTIMATELY TO CHILDHOOD OBESITY AND
ITS ATTENDANT MEDICAL RISKS. THIS CHAPTER DESCRIBES THE NATURE OF
ADVERGAMES, CONSIDERS THEIR EFFECTIVENESS AS TEACHING TOOLS AND AD-
VERTISEMENTS, AND SUGGESTS PUBLIC POLICY ISSUES RELATED TO THE CONTINUED
USE OF ADVERGAMES TO PROMOTE NON-NUTRITIOUS FOODS TO CHILDREN. CHAPTER
XXII CHANGING HEALTH BEHAVIOR THROUGH GAMES 370 ERIN EDGERTON, CENTERS
FOR DISEASE CONTROL AND PREVENTION, USA THIS CHAPTER DISCUSSES HOW
PROVEN HEALTH COMMUNICATION THEORIES CAN BE USED IN ELECTRONIC GAMES TO
AFFECT BEHAVIOR CHANGE. AFTER DISCUSSING THE NEED FOR EFFECTIVE HEALTH
COMMUNICA- TION AND REVIEWING THE CURRENT TRENDS IN ONLINE HEALTH
SEEKING BEHAVIOR, IT ARGUES THAT GAMES PROVIDE A UNIQUE OPPORTUNITY FOR
USERS TO INTERACT WITH HEALTH INFORMATION, PRACTICE HEALTH BE- HAVIORS,
AND BECOME IMMERSED IN MEANINGFUL CONTENT. THROUGH EXPLORATION OF THE
ELABORATION LIKELIHOOD MODEL, SOCIAL COGNITIVE THEORY, AND STAGES OF
CHANGE THEORY, THIS CHAPTER WILL DISCUSS HOW GAMES CAN BE USED TO CHANGE
PERCEPTIONS, ATTITUDES, AND ACTIONS RELATING TO HEALTH BEHAVIORS.
CHAPTER XXIII AN OVERVIEW OFUSING ELECTRONIC GAMES FOR HEALTH PURPOSES
388 WEI PENG, MICHIGAN STATE UNIVERSITY, USA MING LIU, MICHIGAN STATE
UNIVERSITY, USA THIS CHAPTER AIMS TO PROVIDE AN OVERALL PICTURE OFTHE
APPLICATIONS OF ELECTRONIC GAMES FOR VARIOUS HEALTH- RELATED PURPOSES,
PARTICULARLY FOR HEALTH EDUCATION, HEALTH RISK PREVENTION, BEHAVIORAL
INTERVENTION, AND DISEASE SELF-MANAGEMENT. IT SUMMARIZES THE ELECTRONIC
GAMES FOR HEALTH THAT HAVE BEEN EMPIRICALLY TESTED BY RESEARCHERS IN THE
PAST 20 YEARS. GAMES THAT HAVE NOT YET BEEN EVALUATED BUT ARE PROMISING
AND NOTEWORTHY ARE ALSO INCLUDED. IT ALSO SYNTHESIZES THE KEY FEATURES
OF ELECTRONIC GAMES THAT MAKE THEM PROMISING TO BE USED FOR
HEALTH-RELATED PURPOSES. FINALLY, IMPLICATIONS OFUSING ELECTRONIC GAMES
FOR HEALTH-RELATED PURPOSES AND FUTURE DIRECTION FOR RESEARCH IN THIS
AREA ARE DISCUSSED. CHAPTER XXIV MMORPGS AND FOREIGN LANGUAGE EDUCATION
402 YONG ZHAO, MICHIGAN STATE UNIVERSITY, USA CHUN LAI, MICHIGAN STATE
UNIVERSITY, USA THIS CHAPTER PROVIDES AN OVERVIEW OFTHE POTENTIAL
OFMASSIVELY MULTI-PLAYER ROLE PLAYING GAMES (MMOR- PGS) FOR FOREIGN
LANGUAGE EDUCATION AND DISCUSSES HOW MMORPGS CAN BE BETTER DESIGNED TO
SUPPORT FOREIGN LANGUAGE EDUCATION. IT REVIEWS CURRENT
CONCEPTUALIZATIONS ON IDEAL LANGUAGE LEARNING ENVIRON- MENTS, DISCUSSES
THE POTENTIALS OF MMORPGS FOR FOREIGN LANGUAGE EDUCATION, AND ELABORATES
ON HOW TO DESIGN MMORPGS TO FACILITATE FOREIGN LANGUAGE LEARNING. THE
AUTHORS HOPE THAT THIS DISCUSSION WILL HELP FOREIGN LANGUAGE EDUCATORS
REALIZE AND CAPITALIZE ON THE VALUES OFMMORPGS IN FOREIGN LANGUAGE
EDUCATION, AND WILL GUIDE THE DESIGN OFMMORPGS FOR FOREIGN LANGUAGE
LEARNING. CHAPTERXXV A VIDEOGAME, A CHINESE OTAKU, AND HER DEEP LEAMING
OF A LANGUAGE 422 KIM FELDMESSER, UNIVERSITY OF BRIGHTON, UK LEAMING
ADDITIONAL LANGUAGES RAPIDLY HAS BEEN THE GOAL OF IMMERSION SCHOOLS AND
THEIR APPROACHES ARE EFFECTIVE IN MANY RESPECTS BECAUSE THEY MAKE USE OF
SITUATED LEAMING EXPERIENCES IN COMMUNI- TIES OF PRACTICE. SUCH
EXPERIENCES PRESENT THEIR OWN CHALLENGES HOWEVER, AS LIVING IN THE
COUNTRY OF THE CHOSEN LANGUAGE FOR A CONSIDERABLE PERIOD OF TIME MAY NOT
BE POSSIBLE. THIS CHAPTER WILL OUTLINE THE RELEVANT THEORIES FOR SECOND
LANGUAGE LEAMING, DESCRIBE HOW THEY OPERATE IN GAMES, AND PRES- ENT
GUIDELINES FOR RESEARCH AND DEVELOPMENT OF SERIOUS GAMES AND SECOND
LANGUAGE ACQUISITION. CHAPTER XXVI DEVELOPING A SERIOUS GAME FOR POLICE
TRAINING 451 AHMED BINSUBAIH, UNIVERSITY OF SHEFFIELD, UK STEVE MADDOCK,
UNIVERSITY OF SHEFFIELD, UK DANIELA ROMANO, UNIVERSITY OF SHEFFIELD, UK
THE DESIGN OF SERIOUS GAMES BASED ON SOUND LEAMING AND INSTRUCTIONAL
PRINCIPLES IS IMPORTANT TO ENSURE LEAMING IS INTEGRATED IN THE
GAMEPLAY . HOWEVER, THE PROCESS OF ACHIEVING THIS IS NOT YET FULLY
UNDER- STOOD, AND RESEARCH IS HAMPERED BY THE LACK OF PRACTICAL
DEMONSTRATIONS OF HOW EFFECTIVE INSTRUCTIONAL DESIGN IS WHEN USED
ALONGSIDE GAME DESIGN. THIS CHAPTER PROVIDES AN EXAMPLE OF A SUCCESSFUL
APPLICATION OF INSTRUCTIONAL DESIGN TO THE DEVELOPMENT PROCESS OF A
SERIOUS GAME FOR TRAFFIC ACCIDENT INVESTIGATORS IN THE DUBAI POLICE
FORCE. CHAPTER XXVLL GAME-BASED LEAMING IN DESIGN HISTORY 478 BARBARA
MARTINSON, UNIVERSITY OF MINNESOTA, USA SAUMAN CHU, UNIVERSITY OF
MINNESOTA, USA GAMES ARE INCREASINGLY BEING USED TO TEACH CONTENT IN A
VARIETY OF COURSES FROM ELEMENTARY TO GRADUATE EDUCATION. THIS STUDY
INVESTIGATES THE EFFECTIVENESS OF USING AGAME TO LEAMING DESIGN HISTORY
CONTENT AND EXAMINES STUDENTS PREFERRED LEAMING ACTIVITIES BASED ON
LEAMING STYLES. THIS STUDY DOES INDICATE THAT GAMES CAN BE USED AS TOOLS
TO TEACH VARIOUS TYPES OF INFORMATION WITHIN A COLLEGE COURSE. GAMES
ADDED VARIETY TO THE DESIGN HISTORY COURSE AND MADE LEAMING FACTS MORE
FUN. THE CONCRETE NATURE OFTHE GAME WAS APPROPRIATE FOR THIS PARTICULAR
GROUP OF STUDENTS, MOST OF WHOM HAD CONCRETE LEAMING STYLES. FINALLY,
THE RECYCLING OF A PREVIOUSLY-DESIGNED LEAMING OBJECT MADE THE PROJECT
AFFORDABLE IN TERMS OFTIME AND MONEY. VOLUMELL CHAPTER XXVLLI A POLIEY
GAME IN A VIRTUAL WORLD 489 MARTHA GARCIA-MURILLO, SYRACUSE UNIVERSITY,
USA FAN MACINNES, SYRACUSE UNIVERSITY, USA IN THIS CHAPTER, WE PRESENT A
POLICY GAME TO BE USED IN A VIRTUAL WORLD. THE BENEFITS OFTHIS TOOL ARE
EXAMINED USING GEE S LEAMING PRINCIPLES. FROM THIS ANALYSIS, WE FIND
THAT GAMES IN VIRTUAL WORLDS ENABLE REFLECTIVE EXPLORATION THAT HELPS
PARTICIPANTS TO LEAM FROM THEIR MISTAKES. LEAMING TAKES PLACE FROM THE
CONTENT CON- VEYED THROUGH THE GAME AND THROUGH THE MULTIMEDIA IMMERSION
THAT ALLOWS STUDENTS TO LEAM THE NUANCES OFTHESE VIRTUAL CONTEXTS.
BECAUSE THERE ARE NO REAL WORLD CONSEQUENCES, PARTICIPANTS CAN TAKE
RISKS, PROVIDE OR RECEIVE HELP FROM OTHER STUDENTS, AND, MOST
IMPORTANTLY, APPLY THIS KNOWLEDGE TO A REAL-WORLD SITUATION. CHAPTER
XXIX TEACHING OOP AND COP TECHNOLOGIES VIA GAMING 508 CHONG-WEI XU,
KENNESAW STATE UNIVERSITY, USA THIS CHAPTER INTRODUCES AN INNOVATIVE
PEDAGOGICAL METHOD FOR TEACHING OBJECT-ORIENTED PROGRAMMING (OOP) AND
COMPONENT-ORIENTED PROGRAMMING (COP) VIA GAMING. GOING THROUGH THE
EVOLUTION OF THE THREE-LAYER GAMING FRAMEWORK, WE C1EARLY ILLUSTRATE
THAT GAMING COVERS ALMOST ALL CORE FEATURES OFOOP AND COP TECHNOLOGIES.
TEACHING OOP AND COP TECHNOLOGIES VIA GAME DEVELOPMENT NOT ONLY ENGAGES
STUDENTS EFIORTS BUT ALSO OPENS AN OPPORTUNITY FOR INVOLVING STUDENTS
WITH INDUSTRY LEVEL PROJECTS AND ENHANCING STUDENTS ABILITY TO
BRAIN-STORM AND SOLVE REAL-WORLD PROBLEMS. FURTHERMORE, GAMING MAY PLAY
AN IMPORTANT ROLE IN DEVELOPING OTHER APPLICATIONS ESPECIALLY THOSE THAT
FEATURE VISUALIZATION AND ANIMATION. CHAPTERXXX USING GAMES TO TEACH
DESIGN PATTERNS AND COMPUTER GRAPHICS 525 PO/LYANA NOTARGIACOMO MUSTARO,
UNIVERSIDADE PRESBITERIANA MACKENZIE, BRAZIL LUCIANO SILVA, UNIVERSIDADE
PRESBITERIANA MACKENZIE, BRAZIL ISMAR FRANGO SILVEIRA, UNIVERSIDADE
PRESBITERIANA MACKENZIE, BRAZIL THIS CHAPTER DISCUSSES SOME
POSSIBILITIES OF USING COMPUTER GAMES TO EFIECTIVELY REACH DIDACTIC
GOALS IN UNDERGRADUATE TEACHING. TWO CASE STUDIES WERE CONDUCTED. ONE OF
THEM FOCUSES DESIGN PATTERN CONTENTS IN A COMPUTER SCIENCE COURSE AND
THE OTHER SPOTLIGHTS COMPUTER GRAPHIE TOPICS IN AN INFOR- MATION
TECHNOLOGY COURSE. THE RESULTS GAINED IN THESE PROCESSES DEMONSTRATE THE
STUDENTS INVOLVE- MENT IN THE PROPOSED ACTIVITIES AND THE CAPACITY TO
APPLY THE LESSONS LEARNED IN DIVERSE SITUATIONS. CHAPTER XXXI A 3D
ENVIRONMENT FOR EXPLORING AIGEBRAIC STRUCTURE AND BEHAVIOR 546 PAUL A.
FISHWICK, UNIVERSITY 0/ FLORIDA, USA YUNA A. PARK, UNIVERSITY 0/
FLORIDA, USA IN THIS CHAPTER, THE AUTHORS LEVERAGED THE INHERENT
MULTI-USER COLLABORATIVE BUILDING CAPABILITIES WITHIN SECOND LIFE TO
EXPLORE HOW SIMPLE ALGEBRA MANIPULATIONS CAN BE ACCOMPLISHED. RESULTS
SUGGEST THAT WHILE THE CURRENT TECHNOLOGY PRESENTS SOME KEY HUMAN
INTERFACE CHALLENGES INHER- ENT TO 3-D USER INTERFACES, MULTI-USER
ENVIRONMENTS CAN BE SUCCESSFULLY USED TO CONSTRUCT ALGEBRAIE EXPRESSIONS
IN WAYS NOT POSSIBLE WITH PRIOR TECHNOLOGIES. SPECIFICALLY, THESE
ENVIRONMENTS PROVIDE REAL-TIME DISTANCE COMMUNICATION, THE ABILITY FOR
MULTIPLE USERS TO COLLABORATE SPATIALLY TOWARD CREAT- ING AND
POSITIONING ALGEBRAIC COMPONENTS, SENSORY AND COGNITIVE IMMERSION, AND
THE POSSIBILITY OF PERSONALIZING REPRESENTATIONS IN WAYS NOT EASILY
ACCOMPLISHED WITH TWO-DIMENSIONAL ENVIRONMENTS. CHAPTER XXXII SURVIVING
THE GAME 560 LINDA VAN RYNEVELD, TSHWANE UNIVERSITY O/TECHNOLOGY, SOUTH
A/RICA RELATIVELY FEW STUDIES HAVE LOOKED AT THE POTENTIAL OF TECHNOLOGY
TO SUPPORT TRADITIONAL FACE-TO-FACE GAMES IN AN ONLINE EDUCATIONAL
ENVIRONMENT. WHILE SOME TRADITIONAL GAMES SUCH AS TIC-TAC-TOE, HANG-
MAN, MONOPOLY, AND CHESS HAVE BEEN PORTED OVER TO AN ELECTRONIC MEDIUM,
RELATIVELY LITDE THOUGHT HAS BEEN GIVEN TO PORTING GAMES WHERE
HUMAN-TO-HUMAN INTERACTION IS A CENTRAL COMPONENT. THIS CHAPTER REPORTS
ON THE USE OF A GAME IN AN ONLINE LEAMING MODULE THAT WAS PRESENTED TO
ADULT LEAMERS. IT SETS OUT TO EXPLORE THE COMPLEXITIES INVOLVED IN
TEACHING AND LEAMING IN AN ADULT ONLINE LEAMING COMMUNITY. SECTION IV
EDUCATIONAL GAMING RESEARCH TOOLS AND METHODS CHAPTER XXXIII WAG THE
KENNEL: GAMES, FRAMES, AND THE PROBLEM OF ASSESSMENT... 577 DAVID
WILLIAM SHAFFER, UNIVERSITY 0/ WISCONSIN - MADISON, USA THIS CHAPTER
EXAMINES THE RELATIONSHIP BETWEEN GAMES AND ASSESSMENT-AND MORE BROADLY
AT WHAT THAT TEILS US ABOUT THE RELATIONSHIP BETWEEN EDUCATIONAL REFORM
AND TECHNOLOGICAL CHANGE. RESEARCH ALREADY SHOWS THAT WITH THEIR ABILITY
TO PROVIDE RICH, COMPLEX, AND COMPELLING VIRTUAL WORLDS, WELL-DESIGNED
COM- PUTER GAMES CAN TEACH PLAYERS INNOVATIVE AND CREATIVE WAYS
OFTHINKING, DEEP UNDERSTANDING OFCOMPLEX ACADEMIC CONTENT, AND VALUABLE
FORMS OFREAL-WORLD SKILLS. BUT, IN THE END, EVEN EFFECTIVE GAMES CAN
ONLY TAKE STUDENTS AS FAR AS THE TESTS WILL LET THEM GO.LFWE WANT TO USE
GAMES TO PREPARE YOUNG PEOPLE FOR LIFE IN ACHANGING WORLD, WE NEED TO
CHANGE HOW WE THINK ABOUT ASSESSMENT FIRST. THE AUTHOR EXAMINES ONE WAY
TO THINK ABOUT ASSESSING THE DEVELOPMENT OF INNOVATIVE AND CREATIVE
THINKING THROUGH GAME PLAY. CHAPTER XXXIV CHARACTER ATTACHMENT IN GAMES
AS MODERATOR FOR LEAMING 593 MELISSA L. LEWIS, MICHIGAN STATE
UNIVERSITY, USA RENE WEBER, UNIVERSITY O/CALIFORNIA SANTA BARBARA, USA
THE ENTERTAINMENT EDUCATION PARADIGM (EEP) OFFERS A NEW WAY TO THINK
ABOUT EDUCATION BY BLENDING ENTERTAINING WITH EDUCATIONAL EXPERIENCES.
VIDEO GAMES PROVIDE AN EXCELLENT FORMAT FOR ENTERTAINMENT EDUCATION
BECAUSE OFBOTH THE PREVALENCE AND ENJOYMENT OFPLAYING VIDEO GAMES AND
THE WAYS IN WHICH INDIVIDUALS OF TODAY LEAM. ROLE-PLAYING GAMES ARE ONE
OF THE BETTER GAME GENRES FOR ENTERTAINMENT EDUCATION. THEY PROVIDE BOTH
HIGH LEVELS OF ENTERTAINMENT AND A STRONG CONNECTION BETWEEN PLAYER AND
GAME CHARACTERS (MODELS) WHICH LEAD TO AN INCREASE IN LEAMING. BASED ON
THE THEORIES OF PARA- SOCIAL INTERACTION, IDENTIFICATION, AND SOCIAL
LEAMING, THIS CHAPTER OFFERS A MEASUREMENT FOR CHARACTER ATTACHMENT AND
INTRODUCES THIS NEW CONSTRUCT AS A MODERATOR FOR LEAMING IN ROLE-PLAYING
VIDEO GAMES. CHAPTER XXXV VISUAL ANALYSIS OF AVATARS IN GAMING
ENVIRONMENTS 606 JOSEPH C. DIPIETRO, UNIVERSITY 0/ FLORIDA, USA ERIK W
BLACK, UNIVERSITY 0/ FLORIDA, USA A BEUER UNDERSTANDING OF VIRTUAL
CHARACTER AVATARS IS NEEDED IN ORDER TO EXPLORE THE UNDERLYING
PSYCHOLOGY THAT THE AVATAR REPRESENTS TO THE USER. IN ADDITION TO
PROVIDING AN OVERVIEW AND INTRODUCTION TO MASSIVE MULTI-PLAYER ONLINE
ROLE PLAYING GAMES (MMORPGS), THIS CHAPTER PROVIDES AN INTRODUCTION TO
VISUAL ETHNO- GRAPHIE ANALYSIS OF CHARACTER AVATARS IN VIDEO GAME
ENVIRONMENTS. THE CHAPTER DETAILS AN EXAMPLE OF MIXED METHODOLOGY FOR
CONDUCTING VISUAL ANALYSIS RESEARCH SPECIFIC TO LINDEN LAB S SECOND LIFE
AND DETAILS SOME OFTHE METHODOLOGICAL CHALLENGES THAT RESEARCHERS WILL
ENCOUNTER WHEN ENGAGED IN THIS TYPE OF INVESTIGATION. CHAPTER XXXVI
INTERPRETING GAME-PLAY THROUGH EXISTENTIAL LUDOLOGY 621 MATTHEW THOMAS
PAYNE, UNIVERSITY OFTEXAS AT AUSTIN, USA THIS CHAPTER INTRODUCES AND
OPERATIONALIZES AN INNOVATIVE INTERPRETIVE STRATEGY CALLED
EXISTENTIALLUDOLOGY TO EXPLAIN HOW THE GAME-PLAY MECHANICS OFTWO
TACTICAL SHOOTER VIDEO GAMES EDUCATE GAMERS ON HOW TO PLAY MILITARILY.
BY EMPLOYING EXISTENTIALLUDOLOGY AS AN INTERPRETIVE TOOL, WE CAN
UNDERSTAND THESE MILITARY-BACKED GAMES FROM AN EXPERIENTIAL,
PLAYER-CENTRIC PERSPECTIVE, WHILE ALSO RECOGNIZING HOW THEIR SEEMINGLY
INNOC- UOUS GAME-PLAY IS LOCATED WITHIN, AND LINKED TO, LARGER NETWORKS
OF POWER. MOREOVER, EXISTENTIALLUDOLOGY S FLEXIBILITY AS AN INTERPRETIVE
INSTRUMENT ENCOURAGES EDUCATORS TO RECOGNIZE THE EDUCATIONAL AFFORDANCES
OF POPULAR VIDEO GAMES SO THAT THEY MIGHT ADOPT THESE POPULAR MEDIA
ARTIFACTS FOR THEIR OWN PEDAGOGICAL ENDS. CHAPTER XXXVII ON CHOOSING
GAMES AND WHAT COUNTS AS A GOOD GAME 636 KATRIN BECKER, UNIVERSITY
OFCALGARY, CANADA JAMES R. PARKER, UNIVERSITY OF CALGARY, CANADA THIS
CHAPTER DISCUSSES THE GROWING IMPORTANCE OF APPLYING CONSIDERED
RATIONALES TO WHICH GAMES ARE CHOSEN FOR STUDY, WHETHER IT BE FOR
ETHNOGRAPHY, C1ASSROOM USE, OR ANYTHING ELSE. ABRIEF OVERVIEW OF HOW
GAMES ARE CURRENTLY CHOSEN FOR STUDY IS PRESENTED THROUGH A META
ANALYSIS OF STUDIES WITH GAMES THAT WERE PUBLISHED BETWEEN 2003 AND 2006
IN ORDER TO DEMONSTRATE THAT MOST PUBLISHED GAMES STUD- IES DO NOT
INCLUDE A SUPPORTED RATIONALE FOR THE GAMES CHOSEN. THE CHAPTER WILL
THEN PRESENT VARIOUS WAYS THAT GAME CHOICES CAN BE JUSTIFIED, AND
PROPOSE AND EXPLAIN A DATA FUSION TECHNIQUE THAT CAN BE APPLIED TO GAME
REVIEWS AND OTHER LISTS IN ORDER TO FACILITATE REPRESENTATIVE AND
DEFENSIBLE GAME CHOICES. CHAPTER XXXVIII DESCRIPTORS OFQUALITY TEACHERS
AND QUALITY DIGITAL GAMES 652 TEDDY MOLINE, UNIVERSITY OF ALBERTA,
CANADA QUALITY TEACHERS AND QUALITY DIGITAL GAMES (VIDEO AND COMPUTER)
ARE DYNAMIC RESOURCES THAT EXPERIENCE ONGOING CHANGES BASED PRIMARILY ON
THEIR INTERACTIONS WITH LEARNERS. CHARACTERISTICS OF THESE RESOURCES
HAVE BEEN, AND WILL CONTINUE TO BE RESEARCHED AND IDENTIFIED IN ORDER TO
DISCOVER WAYS TO IMPROVE STU- DENT LEARNING. THIS CHAPTER USES THE
DESCRIPTORS OF ONE OFTHESE RESOURCES, QUALITY TEACHERS, TO IIIUSTRATE
HOW THE SAME CHARACTERISTICS ARE INTEGRAL TO EFFECTIVE DIGITAL GAMES. BY
USING THE DESCRIPTORS OF QUALITY TEACHERS TO EVALUATE DIGITAL GAMES,
EDUCATORS WILL GAIN A BEUER UNDERSTANDING OF WHY DIGITAL GAMES ARE
EFFECTIVE LEAMING TOOLS. SECTION V THE PSYCHOLOGICAL IMPACT
OFEDUCATIONAL GAMING (PART 1): COGNITION, LEARNING, PLAY, AND IDENTITY
CHAPTER XXXIX DESIGNING A COMPUTATIONAL MODEL OFLEARNING 671 DAVID
GIBSON, CURVESHIFT, INC., USA THIS CHAPTER USES A FOUR-PART FRAMEWORK
OFKNOWLEDGE, LEARNER, ASSESSMENT AND COMMUNITY TO DISCUSS DESIGN
CONSIDERATIONS FOR BUILDING A COMPUTATIONAL MODEL OFLEARNING. A TEACHING
SIMULATION--SIMSCHOOL-HELPS ILLUSTRATE SELECTED PSYCHOLOGICAL, PHYSICAL,
AND COGNITIVE MODELS AND HOW INTELLIGENCE CAN BE REPRESENTED IN SOFTWARE
AGENTS. THE DESIGN DISCUSSION INCLUDES EVOLUTIONARY PERSPECTIVES ON
ARTIFICIAL INTELLIGENCE AND THE ROLE OFTHE CONCEPTUAL ASSESSMENT
FRAMEWORK FOR AUTOMATING FEEDBACK TO THE SIMULATION USER. THE PURPOSE OF
THE CHAPTER IS TO INTEGRATE A NUMBER OFTHEORIES INTO A DESIGN FRAMEWORK
FOR A COMPUTATIONAL MODEL OFLEARNING. CHAPTERXL SOCIAL PSYCHOLOGY AND
MASSIVELY MULTIPLAYER ONLINE LEAMING GAMES 702 CLINT BOWERS, UNIVERSITY
O/CENTRAL FLORIDA, USA PETER A. SMITH, UNIVERSITY 0/ CENTRAL FLORIDA,
USA JAN CANNON-BOWERS, UNIVERSITY O/CENTRAL FLORIDA, USA THE USE OF
COMPUTER GAMES AND ESPECIALLY ONLINE GAMES FOR EDUCATIONAL PURPOSES IS
GROWING IN POPULARITY. THIS CHAPTER SUMMARIZES FINDINGS FROM THE AREA OF
SOCIAL PSYCHOLOGY AS A BASIS TO FORM PROPOSITIONS, GUIDE- LINES, AND
RESEARCH QUESTIONS THAT WILL HELP DEVELOP EFFECTIVE MULTI-PLAYER
ENVIRONMENTS FOR LEARNING. THE AUTHORS ARE PARTICULARLY INTERESTED IN
HOW TO FOSTER COLLABORATIVE LEARNING IN MULTI-PLAYER ENVIRONMENTS BY EX-
PLOITING THE NATURALLY OCCURRING STRUCTURES AND FEATURES OF POPULAR
MASSIVELY MULTI-PLAYER GAMES. THEY OFFER EXAMPLES OFHOW THESE FEATURES
CAN BE USED TO SUPPORT LEARNING AND HIGHLIGHT AREAS IN NEED OFFUTURE
RESEARCH. CHAPTERXLI EVALUATING AND MANAGING COGNITIVE LOAD IN GAMES 719
SLAVA KALYUGA, UNIVERSILY 0/ NEW SOUTH WALES, AUSTRALIA JAN L. PLASS,
NEW YORK UNIVERSITY, USA THE CHAPTER DESCRIBES DIFFERENT TYPES AND
SOURCES OF COGNITIVE LOAD AND THE SPECIFIC DEMANDS OF GAMES ON COGNITIVE
RESOURCES. IT OUTLINES INFORMATION PRESENTATION DESIGN METHODS FOR
DEALING WITH POTENTIAL COGNI- TIVE OVERLOAD, AND PRESENTS SOME
TECHNIQUES (SUBJECTIVE RATING SCALES, DUAL-TASK TECHNIQUES, AND CONCUR-
RENT VERBAL PROTOCOLS) THAT COULD BE USED FOR EVALUATING COGNITIVE LOAD
IN ELECTRONIC GAMING IN EDUCATION. CHAPTER XLII SELF-REGULATED LEARNING
IN VIDEO GAME ENVIRONMENTS 738 NICK ZAP, SIMON FRASER UNIVERSITY, CANADA
JIL/IANNE CODE, SIMON FRASER UNIVERSITY, CANADA THE PSYCHOLOGICAL
FACTORS THAT PRODUCE SELF-REGULATED LEAMING ARE EXPLORED AS THEY RELATE
TO A PLAYER S INTENTIONALITY, INTEREST, APTITUDE, MOTIVATION,
GOAL-SETTING, AND AFFECT WHILE PLAYING GAMES. A DISCUS- SION OF VIDEO
GAMES AS AUTHENTIE LEARNING ENVIRONMENTS LOOKS AT THE ROLES OF
STUDENT-INITIATED LEARN- ING IN AUTHENTIE CONTEXTS AND SPECIFIC DESIGN
STRATEGIES ARE OUTLINED. PRACTICAL LEARNING STRATEGIES THAT PROMOTE SRL
ARE PRESENTED TO FACILITATE THE USE OF CONSCIOUS SELF-REGULATORY SKILLS
THAT STUDENTS CAN IMPLEMENT IN THESE AUTHENTIE LEARNING ENVIRONMENTS.
THIS CHAPTER OPENS THE DISCUSSION OF THE ROLE OF SELF-REGULATED LEARNING
IN VIDEO GAME ENVIRONMENTS AND ITS IMPACT IN THE FIELD OF EDUCATIONAL
GAMING. CHAPTER XLIII (SELF-) EDUCATIONAL EFFECTS OFCOMPUTER GAMING
CULTURES 757 JOHANNES FROMME, UNIVERSITY 0/ MAGDEBURG, GERMANY BENJAMIN
JOERISSEN, UNIVERSITY 0/ MAGDEBURG, GERMANY ALEXANDER UNGER, UNIVERSITY
0/ MAGDEBURG, GERMANY THE GOAL OF THIS CHAPTER IS TO EMPHASIZE A CERTAIN
NOTION OF SELF-INDUCED EDUCATION, TO DISCUSS IT IN THE CONTEXT OF
DIGITAL GAMES AND TO PROVIDE THE MEANS FOR ASSESSING DIGITAL GAMES AS
WEIL AS TO GIVE HINTS ON THEIR EDUCATIONAL USE. IN THE FIRST SECTION,
THE CONCEPT OF SELF-EDUCATION IS INTRODUCED AND DISTINGUISHED AGAINST
LESS COMPLEX LEARNING PHENOMENA. THE SECOND SECTION DISCUSSES AND
ANALYZES THE DIFFERENT LAYERS OF EDUCATIONAL SPACE INHERENT TO GAMING
SOFTWARE, PROVIDING THE ANALYTICAL MEANS FOR THE FURTHER SECTIONS. THE
THIRD SECTION PRESENTS AND ANALYZES EDUCATIONAL ASPECTS OF SINGLE-
PLAYER GAMES, WHILE THE FOURTH SECTION ADDS THE SOCIO-CULTURAL IMPACTS
IMPLIED IN MULTI-PLAYER COM- MUNITIES. IN CONCLUSION, A SYNOPSIS IS
GIVEN, WHICH SUMS UP THE MAIN EDUCATIONAL DIMENSIONS AND CONNECTS THEM
TO ASPECTS AND ANALYTICAL CRITERIA, ALLOWING A PEDAGOGICAL ASSESSMENT OF
DIGITAL GAMES. CHAPTER XLIV EXPERIENCE, COGNITION AND VIDEO GAME PLAY
776 MEREDITH DIPIETRO, UNIVERSITY 0/ FLORIDA, USA DRAWING SUPPORT FROM
THE FIELD OF EXPERTISE, THE RESEARCH PRESENTED IN THIS CHAPTER LOOKS AT
AND COM- PARES THE PROCESSES USED BY VIDEO GAME PLAYERS BASED ON THEIR
LEVEL OF EXPERIENCE. RESULTS FROM THIS STUDY ADD TO THE UNDERSTANDING OF
THE RELATIONSHIP BETWEEN EXPERIENCE, COGNITION, AND LEARNING FROM VIDEO
GAME PLAY. THE RESULTS OF THIS RESEARCH ALSO HAVE IMPIICATIONS FOR
EDUCATIONAL GAME DESIGN AND THE PEDAGOGICAL TECHNIQUES USED TO MAKE
EFFECTIVE LEARNING OPPORTUNITIES AVAILABLE TO ALL LEARNERS. CHAPTERXLV
INTERTEXTUAIITY IN MASSIVELY MULTI-PLAYER ONIINE GAMES 791 P. G.
SCHRADER, UNIVERSITY O/NEVADA, LAS VEGAS, USA KIMBERLY A. LAWLESS,
UNIVERSITY 0/ ILLINOIS, CHICAGO, USA MICHAEL MCCREERY, UNIVERSITY 0/
NEVADA, LAS VEGAS, USA THIS CHAPTER DESCRIBES THE MANNER IN WHICH GAMERS
ENGAGE IN MULTIPLE TEXT COMPREHENSION AND INTERTEXTUAL PRACTICES WITHIN
THE CONTEXT OFTHE WORLD OFWARCRAFT (WOW). IT DESCRIBES THE NATURE OF AND
ISSUES ASSOCIAT- ED WITH MULTIPLE TEXT COMPREHENSION IN A
KNOWLEDGE-BASED SOCIETY, INTERTEXTUALITY AS IT RELATES TO MASSIVELY
MULTI-PLAYER ONLINE GAMES, AND GROUNDS THIS DISCUSSION IN SURVEY RESULTS
FROM 745 WOW PLAYERS. THE AU- THORS HOPE THAT THE CHAPTER WILL PROVIDE
VALUABLE INSIGHTS INTO THE DEVELOPMENT AND APPLICATION OF THE 21 ST
CENTURY SKILLS AND HELP DIRECT THE DESIGN OFFUTURE GAMES AND THE
IMPLEMENTATION OF GAMES IN EDUCATION. CHAPTER XLVI DEVELOPMENT,
IDENTITY, AND GAME-BASED LEARNING 808 YAM SAN CHEE, NANYANG
TECHNOLOGICAL UNIVERSITY, SINGAPORE KENNETH Y. T. LIM, NANYANG
TECHNOLOGICAL UNIVERSITY, SINGAPORE THIS CHAPTER CONSIDERS THE USE OF
COMPUTER GAMES TO HELP STUDENTS CONSTRUCT THEIR PERSONAL IDEN- TITY AND
DEVELOP DISPOSITIONS THAT BECOME ACTIVE AND RESPONSIBLE CITIZENSHIP. IT
ARGUES THAT THE CONSTRUCTION OF IDENTITY REQUIRES BOTH PERFORMATIVE AND
NARRATIVE COMPONENTS AND THAT THESE ELE- MENTS CAN BE REALIZED IN A
LEAMING ENVIRONMENT THAT AFFORDS STUDENTS THE OPPORTUNITY TO ENGAGE IN A
DIALECTIC INTERPLAY BETWEEN ROLE PLAYING IN AGAME WORLD AND DIALOGIC
INTERACTION OUTSIDE OF THE GAME WORLD. RESEARCH FINDINGS FROM AN INITIAL
DATA SET SHOWING HOW STUDENTS PROJECT THEIR IDENTITIES ONTO IN-GAME
CHARACTERS ARE SHARED. THE FINDINGS SUGGEST THAT ROLE PLAYING IN
COMPUTER GAMES CAN BE EFFECTIVE IN FOSTERING ATTITUDES, VALUES, AND
BELIEFS DESIRED OF CITIZENSHIP EDUCATION. CHAPTER XLVII PLAY STYLES AND
LEARNING 826 CARRIE HEETER, MICHIGAN STATE UNIVERSITY, USA THIS CHAPTER
REVIEWS PLAYER TYPES FOUND IN COMMERCIAL MMOS AND EDUCATIONAL GAMES AND
A PALETTE OF PLAY STYLES AND LEARNING IS PROPOSED FROM WHICH GAME
DESIGNERS AND EDUCATORS CAN MORE EASILY IMAGINE (OR PERHAPS PAINT )
THEIR TARGET AUDIENCE. TWO STUDIES SHOW HOW THE PALETTE MIGHT BE
APPLIED. STUDY LEXAMINES THE IMPACT OF DIFFERENT IN-GAME REWARD SCHEMAS
ON PLAYER TYPES. STUDY 2 COMPARES C1ASSROOM PLAY WITH ONE CHILD PER
COMPUTER VERSUS PAIRED PLAY OF THE SAME EDUCATIONAL GAME. LEARN- ING
STYLES RELEVANT TO EDUCATIONAL GAME DESIGN AND CLASSROOM USE ARE
DESCRIBED, INCLUDING INTRINSIC AND EXTRINSIC ACHIEVEMENT ORIENTATION,
MOTIVATION, INDIVIDUAL TRAITS, AND COMPETITION AND OTHER SOCIAL FACTORS.
CHAPTER XLVIII PLAYING ROLES IN THE MMORPG KINGDOM OFLOATHING 847 MARTIN
OLIVER, LONDON KNOWLEDGE LAB, INSTITUTE 0/ EDUCATION, UK THIS CHAPTER
EXPLORES THE ROLES PLAYERS CREATED, AND HOW THESE STRUCTURED THEIR
ONLINE RELATION- SHIPS, IN AN ONLINE MASSIVELY MULTI-PLAYER ROLE-PLAYING
GAME, KINGDOM OF LOATHING-A LOW-TECH BROWSER-BASED GAME WITH A
SATIRICAL, HUMOROUS STYLE. THIS EXPLORATION SHOWS THAT CLASSIFICA- TIONS
OF PLAYERS ARE AN OVER-SIMPLIFICATION. INSTEAD, THE C1ASSIFICATION
SHOULD APPLY TO EXAMPLES OF PLAY-NOT LEAST BECAUSE THE GAME ITSELF WAS
NOT FIXED BUT WAS CONSTANTLY RE-DESIGNED IN RESPONSE TO PLAY. THIS HAS
IMPLICATIONS FOR RESEARCH METHODOLOGY, BUT ALSO FOR THE (ONGOING) DESIGN
OF GAMES. CHAPTER XLIX EXPLORING PERSONAL MYTHS FROM THE SIMS 862 VASA
BURAPHADEJA, UNIVERSITY 0/ FLORIDA, USA KARA DAWSON, UNIVERSITY 0/
FLORIDA, USA THIS STUDY HYPOTHESIZED THAT NARRATIVES TOLD BY GAME
PLAYERS MAY BE SIMILAR TO NARRATIVES TOLD IN REALLIFE AND EXPLORES 66
SIMS NARRATIVES. RESULTS SUGGEST THAT MOST PEOPLE WHO PLAY THE SIMS DO
NOT NATURALLY ADHERE TO THE CRITERIA OF A GOOD MYTH WHEN DEVELOPING
THEIR NARRATIVE, HOWEVER, OVER HALFTHE NARRATIVES MET SOME OFTHE
CRITERIA. OUR RESULTS SUGGEST THAT THE SIMS HAS THE POTENTIAL TO SERVE
AS A NARRATIVE STUDIO FOR PERSONAL MYTH DEVELOPMENT BUT THAT SOME KIND
OF INTERVENTION OR SCAFFOLDING MAY NEED TO BE PROVIDED. THE CONCEPT
OFPSYCHOSOCIAL MORATORIUM IS SUGGESTED AS ONE POSSIBLE STRATEGY
PROFESSIONALS IN MULTIPLE DISCIPLINES MAY USE TO PROMOTE THE SIMS AS A
NARRATIVE STUDIO FOR MYTH DEVELOPMENT. SECTION VI THE PSYCHOLOGICAL
IMPACT OF EDUCATIONAL GAMING (PART 2): VIOLENCE, EMOTION, RACE, GENDER,
AND CULTURE CHAPTERL LEARNING PROCESSES AND VIOLENT VIDEO GAMES 876
EDWARD L. SWING, FOWA STATE UNIVERSITY, USA DOUGLAS A. GENTILE, FOWA
STATE UNIVERSITY, USA CRAIG A. ANDERSON, FOWA STATE UNIVERSITY, USA
THOUGH VIDEO GAMES CAN PRODUCE DESIRABLE LEARNING OUTCOMES, SUCH AS
IMPROVED PERFORMANCE IN SCHOOL SUBJECTS, THEY ALSO CAN PRODUCE
UNDESIRABLE OUTCOMES, SUCH AS INCREASED AGGRESSION. SOME OFTHE BASIC
LEARNING PRINCIPLES THAT MAKE VIDEO GAMES (PARTICULARLY VIOLENT VIDEO
GAMES) EFFECTIVE AT TEACHING ARE DISCUSSED IN THIS CHAPTER. A GENERAL
LEARNING MODEL IS PRESENTED TO EXPLAIN HOW VIDEO GAMES CAN PRO- DUCE A
VARIETY OF EFFECTS IN THEIR USERS. THIS MODEL EXPLAINS BOTH THE
IMMEDIATE, SHORT-TERM EFFECTS AND CUMULATIVE, LONG-TERM EFFECTS OFVIDEO
GAMES.LMPLICATIONS OFTHESE PRINCIPLES ARE DISCUSSED IN RELATION TO
EDUCATION. THE ISSUE OF ADDRESSING VIOLENT VIDEO GAMES EFFECTS ON
AGGRESSION IS ALSO EXAMINED. CHAPTER LI HARNESSING THE EMOTIONAL
POTENTIAL OF VIDEO GAMES 893 PATRIEK FELICIA, UNIVERSITY COLLEGE CORK,
FRELAND FAN PITT, UNIVERSITY COLLEGE CORK, FRELAND THIS CHAPTER EXPLAINS
THE IMPORTANCE OF ACKNOWLEDGING USERS PERSONALITIES, LEARNING STYLES,
AND EMOTIONS IN THE DESIGN OF EDUCATIONAL GAMES. LT ARGUES THAT THE
APPLICATION OF EDUCATIONAL THEORIES COMBINED WITH KNOWLEDGE OF SUBJECTS
PERSONALITY TRAITS AND AN INCREASED EMOTIONAL DEPTH OFFER A SUBSTANTIVE
APPROACH TO UNDERSTAND AND IMPROVE THE NATURE OFLEARNING IN EDUCATIONAL
GAMES. THE AUTHORS HOPE THAT UNDERSTANDING THE UNDERLYING MOTIVATION AND
BEHAVIORS OFLEAMERS THROUGH THE USE OF PERSONALITY PROFILES WILL NOT
ONLY INFORM RESEARCHERS OF A BETTER DESIGN OF EDUCATIONAL GAMES, BUT
ALSO ASSIST IN UNDERSTANDING THE INTRICATE RELATIONSHIP BETWEEN GAME
DESIGN, INSTRUCTIONAL DESIGN, AND USERS PERSONALITY AT BOTH COGNITIVE
AND EMOTIONAL LEVELS. CHAPTER LU GAMERS, GENDER, AND REPRESENTATION 911
DIANE CARR, UNIVERSITY 0/ LONDON, UK CAROLINE PELLETIER, UNIVERSITY 0/
LONDON, UK THE ISSUE OF GENDER REOCCURS IN DEBATES ABOUT THE
INTRODUCTION OF COMPUTER GAMES INTO FORMALLEAMING CONTEXTS. THERE IS A
FEAR THAT GIRLS WILL BE ALIENATED RATHER THAN ENGAGED BY GAMES IN THE
CLASSROOM. THERE IS ALSO CONCEM OVER SEXIST IMAGERY, AND THUS ABOUT
REPRESENTATIONAL ASPECTS OF COMPUTER GAMES. IN THIS CHAPTER, PARTICULAR
ASPECTS OFTHESE ISSUES ARE ADDRESSED IN TURN. THE AUTHORS EXPLORE THE
ISSUE OF GEN DER AND GENDERED GAME PREFERENCES, IN RELATION TO THE
CULTURAL FRAMING OF THE GAMING AUDIENCE. ATTENTION IS THEN DIRECTED AT
THE ISSUE OF REPRESENTATION, WITH A CONSIDERATION OF THE TENSIONS
BETWEEN REPRESENTA- TION, MEANING, AND PLAYABILITY. THESE ISSUES ARE
CONSIDERED PRIMARILY THROUGH PERSPECTIVES DRAWN FROM MEDIA STUDIES, AND
WITH REFERENCE TO RECENT WORK FROM THE EMERGING FIELD OF COMPUTER GAME
STUDIES. CHAPTER LUI GENDER AND RACIAL STEREOTYPES IN POPULAR VIDEO
GAMES 922 YI MOU, CAMBRIDGE, MA, USA WEI PENG, MICHIGAN STATE
UNIVERSITY, USA WHILE THE VIOLENT CONTENT OFVIDEO GAMES HAS CAUSED WIDE
CONCERN AMONG SCHOLARS, GENDER AND RACIAL STEREOTYPES IN VIDEO GAMES ARE
STILL AN UNDERSTUDIED AREA. THE PURPOSE OFTHIS CHAPTER IS TO PROVIDE A
BETTER UNDERSTANDING OFTHE STEREOTYPICAL PHENOMENON IN VIDEO GAMES. THE
BOOK CHAPTER FIRST PROVIDES A COM- PREHENSIVE REVIEW OFPREVIOUS STUDIES
CONDUCTED UPON GENDER-ROLE AND RACIAL PORTRAYALS IN VIDEO GAMES. THEN A
SMALL-SCALE CONTENT ANALYSIS ON A SAMPIE OF OFFICIAL TRAILERS,
INTRODUCTORY SEQUENCES, AND COVERS OF 19 MOST POPULAR VIDEO GAMES IS
INTRODUCED. FINALLY, THE IMPLICATIONS OF STEREOTYPE IN VIDEO GAMES AND
THE POSSIBLE SOCIAL AND PSYCHOLOGICAL IMPACTS ON PLAYERS, ESPECIALLY
ADOLESCENT PLAYERS, ARE DISCUSSED. CHAPTERLIV CAN THE SUBALTERN PLAY AND
SPEAK OR JUST BE PLAYED WITH? 938 DAVID J. LEONARD, WASHINGTON STATE
UNIVERSITY, USA THIS CHAPTER EXAMINES AND RESPONDS TO THE SILENCING,
RESISTANCE TO ANY INTRUSION OF QUESTIONS ABOUT RACE AND RACISM, AND
OVERALL ERASURE OF RACE FROM THE DEBATES AND BROADER DISCOURSE
CONCERNING VIDEO GAME CULTURE. IT NOT ONLY PROVIDES INSIGHT INTO THE
NATURE AND LOGICS GUIDING CLAIMS OF COL ORBLINDNESS, BUT ALSO CONNECTS
THE IDEOLOGIES AND CULTURE OF DENIAL TO THE BROADER RACIAL DISCOURSE OF
POST-CIVIL RIGHTS AMERICA. HOPING TO INSPIRE DEBATE AND TRANSFORMATIVE
KNOWLEDGE SHARING, THIS CHAPTER ADDITIONALLY OFFERS A TEXTUALLY-BASED
RACIAL ANALYSIS OF OUTLAW VOLLEYBALL AS AN EXAMPLE OF THE TYPE OF
CRITICAL EXAMINATION REQUIRED TO MOVE BEYOND A CULTURE THAT OFTEN
REDUCES BODIES AND VOICES OF PEOPLE OF COLOR TO OBJECTS OF GAZE,
RIDICULE, AND CONSUMPTION WHILE DENYING ANY SORT OF CRITICISM AND
QUESTIONS REGARDING THE RACIAL MEANING AND TEXTS EVIDENT WITHIN MUCH
OFTODAY S GAMING. CHAPTERLV CULTURALLY RESPONSIVE GAMES AND SIMULATIONS
956 COLLEEN SWAIN, UNIVERSITY 0/ FLORIDA, USA ELECTRONIC GAMES AND
SIMULATIONS ARE POWERFIILLEAMING TOOLS FOR MANY LEARNERS; YET, THE
LEAMING ENVI- RONMENTS IN THESE GAMES AND SIMULATIONS FREQUENTLY
REPRESENT KNOWLEDGE AND EXPERIENCES FROM A SINGLE DOMINANT CULTURE
PERSPECTIVE-A WHITE, MIDDLE- TO UPPER-CLASS PERSPECTIVE. THIS CHAPTER
INTRODUCES THE READER TO THE CONNECTION BETWEEN CULTURE AND LEAMING AND
USING CULTURALLY RESPONSIVE TEACHING STRATEGIES AS A METHOD OF EXPANDING
THE EFFECTIVENESS OF ELECTRONIC GAMES AND SIMULATIONS TO ALLLEARNERS.
READERS ARE EXPOSED TO MAJOR TENETS OF CULTURALLY RESPONSIVE INSTRUCTION
AND HOW SPECIFIC INSTRUCTIONAL STRATEGIES THAT EMBRACE THESE PRINCIPLES
CAN EFFECTIVELY BE INCORPORATED INTO EDUCATIONAL GAMES AND SIMULATIONS.
CHAPTERLVI SAVING WORLDS WITH VIDEOGAME ACTIVISM 970 ROBERT JONES, NEW
YORK UNIVERSITY, USA TO DEMONSTRATE PRECISELY HOW PROCEDURAL RHETORIC
WORKS THROUGH VIDEO GAME TECHNOLOGIES, THIS CHAPTER PRESENTS ADEFINITION
FOR VIDEO GAME ACTIVISM AS WEH AS THREE DISTINCT MODES: ORIGINAL DESIGN,
ENGINE APPROPRIATION, AND MACHINIMA. USING THREE RECENT CASE STUDIES,
THE CHAPTER SUGGESTS SOME OFTHE IMPLI- CATIONS FOR EDUCATORS AND WHY
THEY SHOULD TAKE VIDEO GAMES SERIOUSLY AS MEANS OFPOLITICAL EXPRESSION
WHEN TEACHING STUDENTS ABOUT CIVIC DUTY. VOLUME 111 SECTION VII
EDUCATIONAL GAME DESIGN CHAPTER LVII CONCEPTUAL PLAY SPACES 989 SASHA
A. BARAB, INDIANA UNIVERSITY SCHOOL OF EDUCATION, USA ADAM INGRAM-GOBLE,
CENTER FOR RESEARCH ON LEARNING AND TECHNOLOGY, USA SCOTT WARREN,
UNIVERSITY OFNORTH TEXAS, USA THIS CHAPTER PROVIDES A FRAMEWORK FOR
DESIGNING PLAY SPACES TO SUPPORT LEAMING ACADEMIC CONTENT. THE AUTHORS
PROVIDE FOUR ELEMENTS THAT ONE MUST BALANCE WHEN DESIGNING A CONCEPTUAL
PLAY SPACE TO SUPPORT THE LEAMING OF DISCIPLINARY CONTENT; MORE
SPECIFICAHY, ENSURING THE LEAMING OF ACADEMIC CONTENT AND SUPPORTING
LEGITIMATE PARTICIPATION WHILE, CONCURRENTLY ENSURING INTERACTION WITH
GAMING RULES AND EN- GAGEMENT WITH THE FRAMING NARRATIVES THROUGH WHICH
THE PLAY TAKES ON MEANING. THE GOALOFTHIS WORK IS TO COMMUNICATE THE
POTENTIAL VALUE OF PLAY SPACES AND TO PROVIDE AN ILLUMINATIVE SET OF
CASES FOR OTHERS. CHAPTER LVIII THE DESIGN, PLAY, AND EXPERIENCE
FRAMEWORK 1010 BRIAN M WINN, MICHIGAN STATE UNIVERSITY, USA THIS CHAPTER
INTRODUCES A FRAMEWORK FOR THE DESIGN OF SERIOUS GAMES FOR LEAMING,
CALLED THE DESIGN, PLAY, AND EXPERIENCE FRAMEWORK. THE AUTHOR ARGUES
THAT THE GREAT POTENTIAL OF SERIOUS GAMES WILL NOT BE REALIZED WITHOUT A
FORMAL DESIGN APPROACH. TO THAT END, THE AUTHOR PRESENTS AND THOROUGHLY
EXPLAINS THE DESIGN, PLAY, AND EXPERIENCE FRAMEWORK WHICH PROVIDES A
FORMAL APPROACH TO DESIGNING THE LEAMING, STORYTELLING, GAME PLAY, USER
EXPERIENCE, AND TECHNOLOGY COMPONENTS OF A SERIOUS GAME. THE AUTHOR
CONCLUDES BY DETAILING HOW THE FRAMEWORK PROVIDES A COMMON LANGUAGE TO
DISCUSS SERIOUS GAME DESIGN, A METHODOLOGY TO ANALYZE A DESIGN, AND A
PROCESS TO DESIGN A SERIOUS GAME FOR LEAMING. CHAPTERLIX REVEALING NEW
HIDDEN CURRICULUM AND PEDAGOGY OFDIGITAL GAMES 1025 YOUNGKYUN BAEK,
KOREA NATIONAL UNIVERSITY OF EDUCATION, REPUBLIC OF KOREA THIS CHAPTER
EXAMINES HIDDEN CURRICULA AND PEDAGOGY OF DIGITAL GAMES IN ORDER TO
CLARITY THEIR EDUCA- TIONAL MEANING AND IMPORTANCE. THE EXPERIENCES
WHICH PLAYERS GET FROM THE INHERENT IDEOLOGY OF DIGI- TAL GAMES WAS
CATEGORIZED INTO FOUR AREAS: FANTASY, IMMERSION, REPRESENTATION, AND
IDENTIFICATION, AND MAKING SENSE OFTHE GAME S SYSTEM OR MODEL. THESE
HIDDEN CURRICULA ARE IMPORTANT FOR LEARNING-GAME DESIGNERS TO CONSIDER
IN THAT THEY ARE INTERNALIZED SUBCONSCIOUSLY. ALSO THESE HIDDEN ASPECTS
OF GAMES ARE IMPORTANT FOR TEACHERS TO HELP MOTIVATE PLAYERS FOR
LEARNING, TO FACILITATE SELF-DIRECTED PLAYING AND LEARNING, TO IMPROVE
GENDER SENSITIVITY, AND TO HELP WITH THE TRANSFER OFKNOWLEDGE FROM GAMES
TO REALLIFE. CHAPTERLX GAME DESIGN AS A COMPELLING EXPERIENCE 1041 WEI
QIU, MICHIGAN STATE UNIVERSITY, USA YONG ZHAO, MICHIGAN STATE
UNIVERSITY, USA THIS STUDY EXPLORED THE NATURE AND DESIGN OF A
COMPELLING EXPERIENCE: GAME DESIGN. THIRTY-SIX COLLEGE JUNIORS IN THE
SOFTWARE ENGINEERING MAJOR PARTICIPATED IN A SEMESTER-IONG PROJECT TO
DESIGN GAMES FOR CHINESE LANGUAGE LEARNING. THE PROJECT WAS DESIGNED TO
HELP ENGINEERING STUDENTS UNDERSTAND EDU- CATIONAL AND OTHER ISSUES IN
DESIGNING EDUCATIONAL GAMES. RESULTS SHOW THAT GAME DESIGN EXPANDED
STUDENTS PERCEPTIVE CAPACITY; ENHANCED THEIR SUBJECT-MATTER
UNDERSTANDING, PROBLEM-SOLVING SKILLS, META-IEARNING ABILITY AND
MOTIVATION; AND FACILITATED STUDENTS REFLECTION ON THEMSELVES AS WEIL
AS THEIR ENVIRONMENTS. FACTORS ARE DISCUSSED TO MAKE A GAME DESIGN
LEARNING EXPERIENCE COMPELLING. CHAPTERLXI GAMING ETHICS, RULES,
ETIQUETTE, AND LEARNING 1057 LAURIE N TAYLOR, UNIVERSITY 0/ FLORIDA, USA
THIS CHAPTER EXPLAINS THE SIGNIFICANCE OF INFORMAL AND UNWRITTEN MIES IN
ORDER TO SHOW THE CONNECTIONS AMONG FORMAL MIES OF PLAY, FORMALIZED
LEARNING, INFORMAL AND UNWRITTEN MIES, AND COLLATERALLEARNING. IT ARGUES
THAT COMPUTER GAMING S MIES OFPLAY INCLUDE THE FORMAL MIES BY WHICH
GAMES ARE PLAYED AND THE INFORMAL AND UNWRITTEN MIES WITHIN THE MAGIE
CIRCLE OFPLAY WHERE THE GAMES ARE PLAYED. TOO OFTEN GAMES ARE REDUCED TO
THEIR FORMAL MIES OF PLAY AND THE COLLATERALLEARNING FOSTERED BY THE
REALM OF PLAY IS NEGLECTED. BY EXAMINING UNWRITTEN MIES, THIS CHAPTER
ALSO CONNECTS TO AND INFORMS OTHER AREAS THAT RELY PRIMARILY ON FORMAL
RULES, INCLUDING EDUCATIONAL GAMING. CHAPTER LXII DESIGNING GAMES-BASED
EMBEDDED AUTHENTIC LEARNING EXPERIENCES 1068 PENNY DE BYL, UNIVERSITY
O/SOUTHERN QUEENSLAND, AUSTRALIA THIS CHAPTER PRESENTS THE EMBEDDED
AUTHENTIC SERIOUS GAME-BASED LEARNING EXPERIENCES (EASLE) ARCHI- TECTURE
WHICH HAS BEEN DEVELOPED TO ASSIST IN THE DEFINITION OF GAME-BASED
APPLICATIONS. THE MOTIVATION BEHIND THE DESIGN OFEASLE IS TO KEEP GAME
SPECIFICATIONS AS SIMPLE AND FOCUSED AS POSSIBLE FOR EDUCATORS
ATTEMPTING TO CREATE SERIOUS GAMES AS CURRENT AVAILABLE GAME DESIGN
METHODOLOGIES AND TEMPLATES ARE COM- PLEX AND EXTENSIVE. FURTHERMORE, IT
IS ARGUED THAT GAMES CREATED WITH EASLE REDUCE THE AMOUNT OF GAME
DEVELOPMENT WORK TO BE DONE BY THE EDUCATOR ALLOWING FOR DEEPER
COLLABORATION BETWEEN STUDENTS. TOWARDS THE END OFTHIS CHAPTER AGAME
DEVELOPED WITH EASLE WHICH TOOK TWO WEEKS TO COMPLETE IS PRESENTED.
CHAPTER LXIII BRIDGING GAME DEVELOPMENT AND INSTRUCTIONAL DESIGN 1088
JAMES BELANICH, US. ARMY RESEARCH INSTITUTE FOR THE BEHAVIORAL AND SODAL
SDENCES, USA KARIN A. ORVIS, OLD DOMINION UNIVERSITY, USA DANIEL B.
HORN, US. ARMY RESEARCH INSTITUTEFOR THE BEHAVIORAL AND SODAL SDENCES,
USA JENNIFER L. SOLBERG, US. ARMY RESEARCH INSTITUTE FOR THE BEHAVIORAL
AND SODAL SCIENCES, USA INSTRUCTIONAL VIDEO GAME DEVELOPMENT IS
OCCURRING IN BOTH THE COMMERCIAL GAME DEVELOPMENT AND THE INSTRUCTIONAL
DESIGN/DEVELOPMENT COMMUNITIES, BUT REGULARLY IN ISOLATION FROM ONE
ANOTHER. THIS CHAPTER ELUCIDATES THE COMMONALITIES AND DIFFERENCES IN
THE DEVELOPMENT GOALS AND APPROACHES OFTHESE COMMU- NITIES AND DISCUSSES
HOW BEST PRACTICES OF EACH COMMUNITY SHOULD BE BLENDED FOR OPTIMAL
INSTRUCTIONAL VIDEOGAME DESIGN. THIS CHAPTER ALSO INCLUDES RELEVANT
EXPERIENCES FROM AN INSTRUCTIONAL PC-VIDEO GAME DEVELOPMENT PROJECT,
ILLUSTRATING CHALLENGES FACED AND NEW OPPORTUNITIES AFFORDED VIA A
COLLABORATIVE DEVELOPMENT EFFORT. CHAPTER LXIV GAME DESIGN FOR INTUITIVE
CONCEPT KNOWLEDGE 1104 DEBBIE DENISE RESSE, CENTER FOR EDUCATIONAL
TECHNOLOGIES, WHEELING JESUIT UNIVERSITY, USA REVIEWING RELEVANT GAME
DESIGN, COGNITIVE SCIENCE, AND LEAMING SCIENCE THEORIES, THE AUTHOR
ARGUES: (A) THE NEED FOR GAME DESIGN; (B) THAT GAME WORLDS, COMPLEX
CONCEPTS, AND MENTAL MODELS ARE ANALOGOUS SYSTEMS; (C) HOW GAME-BASED
TECHNOLOGIES CAN PROVIDE A PRAGMATIC AND EMBODIED CONTEXT FOR MAKING
COMPLEX, INTRODUCTORY CONCEPTS INTUITIVE; AND (D) THAT THE PRAGMATIC,
PHYSICAL, AND PROCEDURAL ASPECTS OF GAMES MAKE THEM POWERFULLEAMING
TOOLS THAT MUST BE CAREFULLY DESIGNED. THE AUTHOR ILLUSTRATES GAME
DESIGN USING SELENE: A LUNAR CREATION GAME. RIGOROUS METHODS FOR DESIGN
OF INSTRUCTIONAL GAMES WILL ENHANCE CONTROL OVER LEAMING OUTCOMES.
CHAPTERLXV LEVERAGING THE AFFORDANCES OF AN ELECTRONIC GAME TO MEET
INSTRUCTIONAL GOALS 1127 YUXIN MA, UNIVERSITY OF LOUISIANA AT LAFAYETTE,
USA DOUGLAS WILLIAMS, UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA CHARLES
RICHARD, UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA LOUISE PREJEAN,
UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA THIS CHAPTER IS AN EFFORT TO
START TO ACCUMULATE KNOWLEDGE TO GUIDE THE DESIGN OF ELECTRONIC
EDUCATIONAL GAMES. THE AUTHORS PRESENT A CASE STUDY DESCRIBING HOW THE
UNIQUE COMPONENTS OF ELECTRONIC GAMES ENABLED THE DESIGN OF CONQUEST OF
COASTIANDS, A LEAMING ENVIRONMENT DELIVERED AS AN ELECTRONIC GAME. THEY
DESCRIBE HOW THEIR TEAM SYNTHESIZED TWO SETS OF DESIGN PRINCIPLES FROM
THE LITERATURE ON ELECTRONIC GAMES, INSTRUCTIONAL DESIGN, AND INTRINSIC
MOTIVATION AND HOW THESE PRINCIPLES INFORMED THE DESIGN OF CONQUEST OF
COASTIANDS. THE PRINCIPLES AND THE RELATED CASE STUDY MAY INFORM THE
DESIGN OF FUTURE E1ECTRONIC EDUCATIONAL GAMES AND GENERATE RESEARCH
QUESTIONS TO BE INVESTIGATED IN EMPIRICAL RESEARCH. CHAPTER LXVI
INSTRUCTIONAL GAME DESIGN USING COGNITIVE LOAD THEORY 1143 WENHAO DAVID
HUANG, UNIVERSITY O/ILLINOIS, USA TRISTAN JOHNSON, FLORIDA STATE
UNIVERSITY, USA THIS CHAPTER INTRODUCES DESIGN GUIDELINES TO ATTAIN
SPECIFIC GAME CHARACTERISTICS BY PRIORITIZING THE DESIGN COMPONENTS IN
4C/ID-MODEL. EACH GAME CHARACTERISTIC CONSISTS OF THREE LEVELS OF DESIGN
EMPHASIS: PRELIMINARY, SECONDARY, AND TERTIARY. THE ULTIMATE GOAL OF
THIS CHAPTER IS TO INITIATE SE- RIES OF DIALOGUE BETWEEN COGNITIVE
LEAMING OUTCOME, SYSTEMATIC INSTRUCTIONAL DESIGN, AND INSTRUC- TIONAL
GAME DESIGN THEREBY SEEKING TO IMPROVE THE OVERALL GAME DESIGN AND
INSTRUCTIONAL EFFICIENCY. CHAPTER LXVII MOTIVATION, LEAMING, AND GAME
DESIGN.......... 1166 MAHBOUBEH ASGARI, SIMON FRASER UNIVERSITY, CANADA
DAVID KAUFMAN, SIMON FRASER UNIVERSITY, CANADA WHILE THERE ARE THOUSANDS
OF EDUCATIONAL COMPUTER AND VIDEO GAMES IN THE MARKET TODAY, FEW ARE AS
ENGAG- ING AND COMPELLING AS ENTERTAINMENT GAMES. SOME ENTERTAINMENT
GAMES HAVE ALSO BEEN USED IN CLASSROOMS AND HAVE PROVEN TO PRODUCE
INCIDENTALLEARNING (E.G., CIVILIZATION III, SIMCITY). THE AUTHORS OFTHIS
CHAPTER ARGUE THAT THERE ARE A NUMBER OF ELEMENTS USED IN ENTERTAINMENT
GAMES THAT MOTIVATE PLAYERS, AND USING THESE ELEMENTS IN THE DESIGN
PROCESS FOR EDUCATIONAL GAMES BASED ON LEARNING OBJECTIVES WOULD CREATE
MOTIVA- TIONAL AND ENGAGING EDUCATIONAL GAMES. THIS CHAPTER OUTLINES THE
ELEMENTS NEEDED TO DEVELOP SUCH GAMES. CHAPTER LXVIII DESIGNING GAMES
FOR LEARNING 1183 SCOTT J. WARREN, UNIVERSITY 0/ NORTH TEXAS, USA MARY
JO DONDLINGER, UNIVERSITY 0/ NORTH TEXAS, USA THIS CHAPTER DISCUSSES TWO
GAMES THAT WERE DESIGNED TO TARGET LEARNING AS WEIL AS IMPLICATIONS FOR
THE DESIGN OF FUTURE GAMES INTENDED FOR THIS PURPOSE. IT ILLUSTRATES HOW
THE ADDIE MODEL OF IN- STRUCTIONAL DESIGN CAN BE LEVERAGED TO PRODUCE
DIGITAL GAME SPACES AS WEH AS THE LIMITATIONS THAT DESIGNERS FACE BASED
ON THE GOALS OF THE PROJECT, THE CHOSEN TECHNOLOGY, AND THE AUDIENCE
CHOSEN FOR THE DIGITAL INTERVENTION. THE GOAL OF THIS CHAPTER IS TO USE
REAL-WORLD EXAMPLES OF LEARNING GAME DESIGN PROCESSES IN ORDER TO
PREPARE INSTRUCTIONAL DESIGNERS FOR THE COMPLEXITY OF USING GAME AND
INSTRUCTIONAL DESIGN PRINCIPLES AS A MEANS OF IMPROVING STUDENT
MOTIVATION, LEAMING, AND OTHER PSYCHOLOGICAL FACTORS THAT PREPARE THEM
FOR ENGAGING MEANINGFULLY IN THE EDUCATIONAL EXPERIENCE. CHAPTER LXIX
INTERACTION WITH MMOGS AND IMPLICATIONS FOR E-LEARNING DESIGN 1204
PANAGIOTIS ZAHARIAS, UNIVERSITY 0/ THE AEGEAN, GREECE & ATHENS
UNIVERSITY 0/ ECONOMICS AND BUSINESS, ATHENS, GREECE ANTHONY PAPARGYRIS,
ATHENS UNIVERSITY 0/ ECONOMICS AND BUSINESS, GREECE E-IEARNING IS
EMERGING AS ONE OFTHE FASTEST ORGANIZATIONAL USES OFTHE INTERNET AS A
SUPPLEMENTARY OR ALTERNATIVE MODE FOR CORPORATE TRAINING. IN THIS
CHAPTER IT IS ARGUED THAT MANY USEFULLESSONS FOR E-LEAMING DESIGNERS CAN
BE LEAMED FROM GAME DESIGN AND ESPECIALLY FROM THE DESIGN OF MASSIVE
MULTI-PLAYER ONLINE GAMES (MMOGS). A REVIEW ON INSTRUCTIONAL QUALITY OF
GAMES AND DESIGN ELEMENTS OFMMOGS IS CONDUCTED UNDER THE PER- SPECTIVE
OF ADULT LEAMING, IN ORDER TO IDENTI1)T,ADAPT, AND PROPOSE DESIGN
IMPLICATIONS FOR E-LEAMING DESIGN. CHAPTERLXX NARRATIVE DEVELOPMENT AND
INSTRUCTIONAL DESIGN 1218 DOUGLAS WILLIAMS, UNIVERSITY 0/ LOUISIANA AT
LAJAYETTE, USA YUXIN MA, UNIVERSITY 0/ LOUISIANA AT LA/AYETTE, USA
CHARLES RICHARD. UNIVERSITY 0/ LOUISIANA AT LA/AYETTE, USA LOUISE
PREJEAN, UNIVERSITY 0/ LOUISIANA AT LA/AYETTE, USA THIS CHAPTER EXPLORES
THE CHALLENGE OF BALANCING NARRATIVE DEVELOPMENT AND INSTRUCTIONAL
DESIGN IN THE CREATION OF AN ELECTRONIC GAME-BASED LEAMING ENVIRONMENT.
NARRATIVE IS A KEY FACTOR IN SUC- CESSFUL COMMERCIAL GAMES. THE HERO S
JOUMEY IS EXPLAINED AND PROPOSED AS A MODEL NARRATIVE STRUCTURE FOR
DEVELOPING EDUCATIONAL ROLE-PLAYING GAMES AND INFORMING INSTRUCTIONAL
DESIGN. OPPOR- TUNITIES TO EMBED VARIOUS INSTRUCTIONAL STRATEGIES WITHIN
THE HERO S JOUMEY STRUCTURE ARE PRESENTED. CHAPTER LXXI CHILDREN AS
CRITICS OF EDUCATIONAL COMPUTER GAMES DESIGNED BY OTHER CHILDREN 1234
LLOYD P. RIEBER, THE UNIVERSITY 0/ GEORGIA, USA JOAN M DAVIS, THE
UNIVERSITY 0/ WASHINGTON, USA MICHAEL J MATZKO, INDEPENDENT CONSULTANT,
USA MICHAEL M GRANT, THE UNIVERSITY 0/ MEMPHIS, USA THE AUTHORS OF THIS
CHAPTER GAVE A CLASSROOM OF MIDDLE SCHOOL STUDENTS THE OPPORTUNITY TO
PLAY EDUCATIONAL GAMES CREATED BY OTHER MIDDLE SCHOOL STUDENTS. THESE
STUDENTS OPINIONS OF THE GAMES WERE STUDIED AND COMPARED TO THEIR
ACTUAL PLAY BEHAVIOR. THIS STUDY ALSO EXPLORED THE REASONS BE- HIND THE
CHILDREN S PLAY BEHAVIORS AND CRITIQUES THROUGH INTERVIEWS. IMPORTANT
GAME CHARACTERIS- TIES IDENTIFIED BY THE CHILDREN INCLUDED THE
FOLLOWING: (1) STORYLINE OR CONTEXT; (2) CHALLENGE; AND (3) COMPETITIVE
AFFORDANCES, ESPECIALLY THOSE THAT PROMOTED SOCIAL INTERACTION.
INTERESTINGLY, TWO GAME CHARACTERISTIES TOUTED IN THE LITERATURE WERE
NOT FOUND TO BE IMPORTANT TO THESE CHILDREN: (1) INTEGRATION OF A GAME S
STORYLINE AND EDUCATIONAL CONTENT; AND (2) A GAME S PRODUCTION VALUES.
CHAPTER LXXII VIDEO-GAME CREATION AS A LEAMING EXPERIENCE FOR TEACHERS
AND STUDENTS 1257 LEANNA MADILL, UNIVERSITY 0/ VICTORIA, CANADA KATHY
SANFORD, UNIVERSITY O/VICTORIA, CANADA THIS CHAPTER EXPLORES CHANGING
CONCEPTIONS OFLEAMING BROUGHT ABOUT BY TECHNOLOGIEAL CHANGES AND OP-
PORTUNITIES AND EXAMINES MORE CLOSELY THE UNDERSTANDING OFVIDEO GAME
CREATION AS A LEAMING EXPERIENCE. BASED ON THE FIRST YEAR OF A
THREE-YEAR ETHNOGRAPHIC RESEARCH STUDY OFTHE EDUCATIVE VA1UE AND
POTENTIAL OF VIDEO GAMES WITHIN A SCHOOL SETTING, THIS CHAPTER EXAMINES
THE POWERFULLEAMING AND TEACHING PRACTICES IN CLASSES OF INFORMATION
TECHNOLOGY AND PROGRAMMING IN WHICH VIDEO GAME CREATION HAS BEEN USED AS
ENTRY POINTS INTO LEAMING PROGRAMMING SKILLS. SEETION VIII THE FUTURE OF
EDUCATIONAL GAMING CHAPTER LXXIII THE FUTURE OFDIGITAL GAME-BASED
LEARNING 1274 BRIAN MAGERKO, GEORGIA INSTITUTE OF TECHNOLOGY, USA THIS
CHAPTER DISCUSSES THE POTENTIAL FUTURE OF GAMES FOR LEARNING THROUGH THE
LENS OF CURRENT AD- VANTAGES OF REAL-WORLD EDUCATION THAT ARE THUS FAR
LACKING IN EDUCATIONAL GAMES. IT FOCUSES ON FOUR MAIN FACETS OF THE
REAL-WORLD EDUCATIONAL EXPERIENCE: ADAPTING CONTENT TO AN INDIVIDUAL
STUDENT, THE RIGOROUS EVALUATION OF EDUCATIONAL MEDIA, THE EASE OF
MODIFICATION OF EDUCATIONAL GAMES, AND THE APPLICATION OF GAMES TO NEW
DOMAINS AND TEACHING TECHNIQUES. THE CHAPTER THEN SUGGESTS HOW WE AS
DESIGNERS AND DEVELOPERS CAN MAKE STRIDES TOWARDS INCORPORATING THESE
LACKING ELE- MENTS INTO HOW WE BUILD AND USE EDUCATIONAL GAMES. THE
AUTHOR HOPES THAT THIS DISCUSSION CAN BE USED TO FOSTER DISCUSSION ABOUT
WHERE THE FIELD COULD BE AND SHOULD BE GOING IN THE NEAR FUTURE. CHAPTER
LXXIV ARTISTS IN THE MEDIUM 1289 KURT SQUIRE, UNIVERSITY OFWISCONSIN -
MADISON, USA THIS CHAPTER DISCUSSES EMERGING TRENDS IN GAMES AND
LEARNING. IT ARGUES FOR AN APPROACHTHAT EXAMINES GAMES AS A NEW MEDIUM.
WITH THE INCREASED ATTENTION BEING GIVEN TO GAMES, CRITIQUES ABOUT THE
INSTRUC- TIONAL EFFICACY OF GAMES WILL EMERGE, AND THAT EDUCATORS MUST
TRULY TAKE ADVANTAGE OF THE UNIQUE CAPACITIES OF THE MEDIUM, AS WEIL AS
KEEP IN MIND THE NEW FORMS OF LEARNING SUPPORTED BY GAMES. IT CONTINUES
TO OUTLINE KEY TRENDS, SUCH AS EMERGING GAME GENRES, NEW FORMS OF
PRODUCTIVE PLAY, AND EMBEDDED GAME ASSESSMENTS. BY TARGETING WHAT KINDS
OF DESIGN ADVANCES OCCUR IN CONTEMPORARY ENTERTAINMENT GAMES, PERHAPS
GAMES CAN BE DESIGNED THAT WILL BECOME INTEGRATED INTO EDUCATIONAL
SYSTEMS. CHAPTER LXXV THE POSITIVE IMPACT MODEL IN COMMERCIAL GAMES 1303
RUSEL DEMARIA, DEMARIA STUDIO, USA WHAT IS THE FUTURE OFVIDEO GAMES? IS
IT MORE REALISM? MORE VIOLENCE? BETTER PHYSICS? ARTIFICIALLY INTEL-
LIGENT CHARACTERS? MORE SOCIAL NETWORKING GAMES? FREE TO PLAY AND
ADVERTISING SUPPORTED? GAMES FOR NON-GAMERS? MORE CONTROVERSY, POLITICAL
SCAPEGOATING, AND LEGAL CHALLENGES? IT S PROBABLY ALL OF THE THESE, AND
MORE. IN FACT, WHILE WE MAY EXPECT TO SEE MORE OF THE SAME FROM THE
COMMERCIAL VIDEO GAME INDUSTRY, THERE IS ALWAYS THE POTENTIAL FOR
SURPRISES, BOTH PLEASANT AND NOT-SO PLEASANT. ONE AREA OF THE FUTURE OF
GAMES IS LESS OFTEN DISCUSSED, BUT REPRESENTS ONE OF THE MOST POWERFUL
AND POSITIVE DIRECTIONS THE INDUSTRY COULD TAKE. THE AUTHOR CALLS IT THE
POSITIVE IMPACT MODEL, AND USES THIS CHAPTER TO DISCUSS WHAT THAT
PHRASE IS MEANT TO CONVEY. CHAPTER LXXVI EDUCATION AND EXPLOITATION
OFFTHE VIRTUAL TRAIN TO OREGON 1318 CHAD M HARMS, IOWA STATE UNIVERSITY,
USA BY RETRACING THE TRACKS OF THE POPULAR EDUCATIONAL GAME, THE OREGON
TRAIL, THIS CHAPTER PRESENTS BOTH POSITIVE AND NEGATIVE REALITIES OF THE
INCORPORATION OF COMPUTER-BASED EDUCATION THAT WILL NECESSITATE STUDENTS
VENTURING AWAY FROM SAFE CLOSED SYSTEMS TO ACCESS INFORMATION IN THE
OPEN FRONTIER OF THE INTER- NET. INFORMATION PRESENTATION IS
INCREASINGLY MULTIMODAL. THE FIDELITY OF THAT INFORMATION IS NOT ALWAYS
CLEAR. ACCESS TO INFORMATION, THOUGH OFTEN ASSUMED, IS NOT ALWAYS
AVAILABLE. INDIVIDUALS SELECTIVITY TO THE VARIETY OF INFORMATION CAN
INFLUENCE HOW IT IS INTERNALIZED. EXPOSURE TO VIOLENT AND SEXUAL CONTENT
CAN RESULT IN DESENSITIZATION. BIAS OPENS OPPORTUNITY FOR FRAGMENTATION.
AND OUR CONNECTIONS TO OTHERS, THOUGH OVERWHELMINGLY POSITIVE, ALSO MAKE
US VULNERABLE TO AGGRESSION AND EXPLOITATION. CERTAIN RE- SEARCH AND
NEWS STORIES PRESENTED HERE DETAIL THE MOST DISTURBING ACTS OFHUMANKIND;
THOSE THAT CHILDREN MUST BE SAFEGUARDED AGAINST. SEETION IX APPENDIX:
GLOSSARY OF TERMS APPENDIXA AN OVERVIEW OF GAMING TERMINOLOGY: CHAPTERS
I-LXXV!.. 1333 CLARK ALDRICH. SIMULEARN, USA JOSEPH C. DIPIETRO,
UNIVERSITY 0/ FLORIDA, USA THIS APPENDIX INTRODUCES AND DEFINES COMMONLY
USED TERMS AND PHRASES FROM THE WORLD OF VIDEO GAM- ING. IT SEEKS TO
BRIDGE THE GAPS BETWEEN RESEARCHERS, GAMERS, AND EDUCATORS SO THAT A
MORE THOUGHTFUL AND PRODUCTIVE CONVERSATION MAY BE HAD. THE AUTHORS HOPE
THAT THIS APPENDIX ADDS TO THE UNDERSTANDING OF AND APPRECIATION FOR
BOTH CONSUMER-BASED AND EDUCATIONAL VIDEO GAMES, FURTHERS ACADEMIC
RESEARCH WITHIN THIS FIELD, AND SERVES AS A VALUABLE TOOL FOR ANYONE
INTERESTED IN LEARNING MORE ABOUT VIDEO GAMES AND RELATED TERMINOLOGY.
FIFTY-TWO ENTRIES ARE DISCUSSED WITHIN THIS APPENDIX SERVING AS ASOLID,
YET NOT ALL-ENCOMPASSING, FOUNDATION FOR FUTURE INQUIRY AND DISCUSSION.
SECTION X APPENDIX: SELECTED READINGS APPENDIX B, SELEETED READINGS
GAMES AND SIMULATIONS: A NEW APPROACH IN EDUCATION? 1354 GOEKNUR KAPLAN
AKILLI, PENNSYLVANIA STATE UNIVERSITY, USA COMPUTER GAMES AND
SIMULATIONS ARE CONSIDERED POWERFUL TOOLS FOR LEARNING WITH AN UNTAPPED
POTENTIAL FOR FORMAL EDUCATIONAL USE. HOWEVER, THE LACK OF AVAILABLE
WELL-DESIGNED RESEARCH STUDIES ABOUT THEIR INTEGRATION INTO TEACHING AND
LEARNING LEAVES UNANSWERED QUESTIONS, DESPITE THEIR MORE THAN 30 YEARS
OF EXISTENCE IN THE INSTRUCTIONAL DESIGN MOVEMENT. BEGINNING WITH THESE
ISSUES, THIS CHAPTER AIMS TO SHED LIGHT ON THE DEFINITION OF GAMES AND
SIMULATIONS, THEIR EDUCATIONAL USE, AND SOME OF THEIR EFFECTS ON LEARN-
ING. CRITICISMS AND NEW TRENDS IN THE FIELD OF INSTRUCTIONAL
DESIGN/DEVE1OPMENT IN RELATION TO EDUCATIONAL USE OF GAMES AND
SIMULATIONS ARE BRIEFLY REVIEWED. THE CHAPTER INTENDS TO PROVIDE ABRIEF
THEORETICAL FRAMEWORK AND A FRESH STARTING POINT FOR PRACTITIONERS IN
THE FIE1D WHO ARE INTERESTED IN EDUCATIONAL USE OF GAMES AND SIMULATIONS
AND THEIR INTEGRATION INTO LEARNING ENVIRONMENTS. APPENDIX C, SELECTED
READINGS DEVELOPING ENJOYABLE SECOND LANGUAGE LEAMING SOFTWARE TOOLS: A
COMPUTER GAME PARADIGRN 1372 CHEE SIANG ANG, CITY UNIVERSITY, UK
PANAYIOTIS ZAPHIRIS, CITY UNIVERSITY, UK THIS CHAPTER ATTEMPTS TO
EXAMINE COMPUTER GAME THEORIES-LUDOLOGY AND NARRATOLOGY-THAT EXPLAIN
COM- PUTER GAMES AS PLAY ACTIVITIES AND STORYTELLING MEDIA. FOUNDED ON
THIS THEORETICAL EXPLANATION, AGAME MODEL THAT INCORPORATES GAMEPLAY AND
NARRATIVES IS PRESENTED. FROM THE MODEL, TWO ASPECTS OFLEAMING IN THE
GAME ENVIRONMENT ARE IDENTIFIED: GAMEPLAY-ORIENTED AND
NARRATIVE-ORIENTED. IT IS BELIEVED THAT PLAYING COMPUTER GAMES INVOLVES
AT LEAST ONE OFTHESE TYPES OFLEAMING; THUS, THIS GAME S NATURE CAN BE
USED IN DESIGNING ENGAGING EDUCATIONAL SOFTWARE. IN ADDITION, BASED ON
MALONE S THEORETICAL FRAMEWORK ON MOTIVATIONAL HEURISTICS, THERE ARE TWO
METHODS OF APPLYING COMPUTER GAMES IN LANGUAGE LEAMING: EXTRINSIC AND
INTRINSIC, DEPENDING ON THE INTEGRATION OF GAME DESIGNS AND LEARNING
MATERIALS. THEN, TWO CASES OF LANGUAGE-IEARNING GAMES ARE SCRUTINIZED,
USING THE GAME MODEL, IN ORDER TO DEMONSTRATE THE USE OF COMPUTER GAMES
IN LANGUAGE LEARNING. APPENDIX D, SELECTED READINGS GAME MODS:
CUSTOMIZABLE LEAMING IN A K16 SETTING 1390 E/IZABETH FANNING, THE
UNIVERSITY O/VIRGINIA, USA AGAME MOD DESCRIBES A MODIFICATION WITHIN AN
EXISTING COMMERCIAL, COMPUTER-BASED GAME THAT HAS BEEN CREATED BY AUSER.
BY GAME MODDING, A USER CAN PARTICIPATE IN THE CREATIVE PROCESS BY
TAKING THE SETTING OFTHEIR FAVORITE GAME AND CUSTOMIZING IT FOR
ENTERTAINMENT PURPOSES OR TO CONVEY INFORMATION. FOR YEARS, COMMERCIAL
COMPUTER-BASED GAME DEVELOPERS COMMITTED CONSIDERABLE RESOURCES TOWARDS
PREVENTING USERS FROM HACKING INTO OR HIJACKING THEIR GAMES. NOW
SEVERAL COMPUTER-BASED GAME DEVELOPERS PROVIDE EDITORS WITH THEIR
PRODUCTS TO ENCOURAGE USERS TO CREATE CONTENT, AND TO ALLOW EDU- CATORS,
FOR INSTANCE, TO TAKE ADVANTAGE OF THE BENEFITS AND PRODUCTION QUALITY
OF COMMERCIAL COMPUTER GAMES TO CREATE CUSTOMIZED INSTRUCTION. THIS
CHAPTER FOCUSES ON MAINSTREAM, ACCESSIBLE GAMES WITH STRAIGHTFORWARD
MODDING TOOLS THAT CAN BE EASILY INTEGRATED INTO A LEAMING ENVIRONMENT.
APPENDIX E, SELECTED READINGS ONLINE GAMES FOR 21 SI CENTURY SKILLS 1400
LISA GALARNEAU, UNIVERSITY 0/ WAIKATO, NEW ZEALAND MELANIE ZIBIT, BOSTON
COLLEGE, USA 20TH CENTURY VISIONARIES FORESAW THAT MASTERY OF THE
DYNAMIC PROCESSES UNDERPINNING THE ACQUISITION AND MANIPULATION
OFKNOWLEDGE WOULD BE CRITICAL IN THE 21ST CENTURY. FORMAL EDUCATIONAL
SYSTEMS HAVE NOT CHANGED TO FACILITATE THE DEVELOPMENT OF THESE
NECESSARY CAPABILITIES, AND SO PEOPLE OF ALL AGES ARE DEVELOPING THEM
THROUGH A VARIETY OF DIGITALLY MEDIATED MECHANISMS. ONLINE GAMES OFFER
ONE AREA IN WHICH TO EXAMINE PATTERNS OF SPONTANEOUSLY OCCURRING
PHENOMENA THAT REPRESENT THE NATURAL DEVELOP- MENT OF SUCH CAPABILITIES.
THIS CHAPTER REVIEWS THE CHARACTER OF, AND NEED FOR, 21 ST CENTURY
SKILLS. IT ALSO ILLUMINATES EXISTING DIGITAL DOMAINS IN WH ICH THESE
SKILLS DEVELOP ORGANICALLY. PEERING THROUGH THE WINDOW OFTHE PRESENT
INTO THE FUTURE, WE SEE THAT ENVISIONING CHANGE IN EDUCATION MEANS
TAKING A LONG LOOK AT WHAT ACTIVITY PRODUCES THOSE SKILLS, REGARDLESS OF
WHETHER THAT ACTIVITY IS TAKING PLACE IN A FORMAL SETTING OR WITHIN
ENTERTAINMENT-BASED WORLDS WHERE THE SKILLS ARE LEAMED INCIDENTALLY
THROUGH PLAY. APPENDIX F, SELEETED READINGS GAME-BASED INSTRUCTION IN A
COLLEGE CLASSROOM 1427 NANCY SARDONE, SETON HALL UNIVERSITY, USA ROBERTA
DEVLIN-SCHERER, SETON HALL UNIVERSITY, USA JOSEPH MARTINELLI, SETON HALL
UNIVERSITY, USA THE LAST 20 YEARS HAVE BROUGHT IN INCREASE OF COMPUTERS
INTO EDUCATIONAL AND HORNE ENVIRONMENTS, GEN- ERATING AN EXPLOSION OF
AVAILABLE EDUCATIONAL SOFTWARE PRODUCTS. AS A RESULT, STUDENTS BRING A
WEALTH OF TECHNOLOGY EXPERIENCES TO THE COLLEGE CLASSROOM. THE USE OF
GAMES AS AN INSTRUCTIONAL STRATEGY IN THE HIGHER EDUCATION SETTING IS
FAIRLY NEW. THIS CHAPTER EXAMINES THE EFFECTS OF GAME-BASED INSTRUCTION
ON LEARNING OUTCOMES OF COLLEGE STUDENTS STUDYING BASIC COMPUTER
CONCEPTS. WITH THE GROWING TREND TOWARD THE USE OF GAMES TO SUPPORT
LEAMING, RESEARCH IS NEEDED TO EXAMINE LEAMING OUTCOMES. PERHAPS FACULTY
WILL BE WILLING TO MOVE TO MORE EMPIRICALLY TESTED GAME-BASED LEAMING
STRATEGIES, EVEN THOUGH INITIAL CURRICULUM DEVELOPMENT TIME MAY BE
INCREASED. APPENDIX G, SELECTED READINGS CREATIVE REMIXING AND DIGITAL
LEARNING: DEVELOPING AN ONLINE MEDIA LITERACY LEARNING TOOL FOR GIRLS
1440 RENEE HOBBS, TEMPLE UNIVERSITY, USA JONELLE ROWE, DEPARTMENT 0/
HEALTH AND HUMAN SERVICES, USA THIS CHAPTER EXPLORES HOW MEDIA LITERACY
EDUCATION MAY CONTINUE TO BE RESPONSIVE AND RELEVANT TO THE CONTINUALLY
CHANGING NATURE OF POPULAR CULTURE THROUGH THE DEVELOPMENT OF INNOVATIVE
ONLINE MULTIMEDIA EDUCATIONAL PROGRARNS. BECAUSE PRE-ADOLESCENT AND
ADOLESCENT GIRLS ARE ACTIVELY INVOLVED IN THE CON- SUMPTION OF POPULAR
MUSIC, COMPETITIVE PERFORMANCE TELEVISION PROGRAMS LIKE AMERICAN IDOL AS
WEIL AS ONLINE SOCIAL NETWORKS, IT IS IMPORTANT TO EXAMINE THE
CONSTRUCTED NATURE OF THESE NEW TYPES OF MESSAGES AND EXPERIENCES. MY
POP STUDIO (WWW.MYPOPSTUDIO.COM). A CREATIVE PLAY EXPERIENCE FOR GIRLS
AGES 9 TO 14, WAS DEVELOPED BY THE AUTHORS TO ADDRESS THE NEED FOR MEDIA
LITERACY SKILLS AMONG THIS GROUP. WE PRESENT A MODEL FOR ASSESSING THE
IMPACT OF THE PROGRAM ON LEARNING THAT INCORPORATES THE DIMENSIONS OF
PLEASURE, A SENSE OF MASTERY, PARTICIPATION IN THE ONLINE COMMUNITY,
MEDIA LITERACY SKILLS, AND OTHER OUTCOMES. ONLINE GAMES THAT USE
CREATIVE REMIXING TECHNIQUES MAY PROMOTE METACOGNITION, REFLECTION, AND
CRITICAL ANALYSIS SKILLS. GIRLS NEED OPPORTUNITIES TO STRENGTHEN
CRITICAL THINKING SKILLS ABOUT MASS MEDIA AND POPULAR CULTURE AND THE
USE OF ONLINE LEARNING ENVIRONMENTS MAY SUPPORT THE DEVELOPMENT OF
ADOLESCENTS MEDIA LITERACY SKILLS. APPENDIX H, SELEETED READINGS
LEAMING WHILE PLAYING: DESIGN IMPLICATIONS FOR EDUTAINMENT GAMES 1449
KALLE JEGERS, UMEA UNIVERSITY, SWEDEN CARLOTTE WIBERG, UMEA UNIVERSITY,
SWEDEN THIS CHAPTER REPORTS ON THE INITIAL RESULTS OF A STUDY CONDUCTED
IN THE PROJECT FUNTAIN. THE MAIN PURPOSE WAS TO IDENTIFY GENERAL
GUIDELINES/IMPLICATIONS FOR EDUTAINMENT GAMES, IN ORDER TO GUIDE
DESIGNERS OF SUCH GAMES AS THEY OFTEN LACK IN DESIGN GUIDELINES.
USABILITY EVALUATIONS WERE CONDUCTED ON AN EDUTAINMENT GAME IN ORDER TO
FIND USABILITY PROBLEMS. THESE FINDINGS WERE ANALYZED AND USED AS INPUT
IN FOCUS GROUP MEETINGS, HELD WITH JOINT TEAMS OF GAME DESIGNERS AND HCI
EXPERTS. THE OUTCOME OF THE FOCUS GROUPS WAS A PROPOSAL OF A LIST OF TEN
GENERAL DESIGN GUIDELINES. FINDINGS INDICATE THAT USERS HAD PROBLEMS IN
UNDERSTANDING THE UNDERLYING MODEL FOR THE GAME AS WEIL AS IDENTIF) ING
THE KNOWLEDGE RELATED CONTENT. EXPERTS, FURTHER, GAVE COMMENTS ABOUT
FEEDBACK PROBLEMS AND DIFFERENT TYPES OF CONSISTENCIES. SOME OF THE
IMPLICATIONS FROM THE FINDINGS ARE GUIDELINES FOR EAMING AND LOSING
POINTS, SCORING AND PERFORMANCE FEEDBACK AND GAME OBJECT
CHARACTERISTICS. APPENDIX I, SELECTED READINGS RELIVING HISTORY WITH
RELIVING THE REVOLUTION : DESIGNING AUGMENTED REALITY GAMES TO TEACH
THE CRITICAL THINKING OFHISTORY 1460 KAREN SCHRIER, MIT, USA STUDENTS
NEED TO LEAM THE CRITICAL THINKING OFHISTORY, YET THEY RARELY HAVE THE
OPPORTUNITIES TO AUTHENTI- CALLY SIMULATE HISTORIC INQUIRY. RESEARCH HAS
SUGGESTED THE PEDAGOGICAL POTENTIAL FOR USING AUGMENTED REALITY (AR)
GAMES-IOCATION-BASED GAMES THAT USE WIRELESS HANDHELD DEVICES SUCH AS
PDAS TO PROVIDE VIRTUAL GAME INFORMATION IN A PHYSICAL ENVIRONMENT. THE
NOVEL AR GAME, RELIVING THE REVOLUTION (RTR), WAS CREATED AS A MODEL FOR
STUDYING HOW AR GAMES CAN ENGAGE STUDENTS IN INTERPRETIVE,
COLLABORATIVE, AND PROBLEM-SOLVING ACTIVITIES. IN THIS CHAPTER, THE GAME
IS INTRODUCE, AND MAIN RESULTS OF THE INITIAL ITERATIVE TESTS ARE
DISCUSSED, INCLUDING WHAT WENT WRONG AND HOW THE GAME WAS REDESIGNED TO
BETTER SUPPORT DEEPER ENGAGEMENT AND HISTORICAL THINKING AND LEAMING.
APPENDIX J, SELECTED READINGS INSIGHTS INTO THE IMPACT OFSOCIAL NETWORKS
ON EVOLUTIONARY GAMES 1477 KATIA SYCARA, CAMEGIE MEL/ON UNIVERSITY, USA
PAUL SCERRI, CAMEGIE MEL/ON UNIVERSITY, USA ANTON CHECHETKA, CAMEGIE
MEL/ON UNIVERSITY, USA THIS CHAPTER EXPLORES THE USE OF EVOLUTIONARY
GAME THEORY (EGT) TO MODEL THE DYNAMICS OF ADAPTIVE OPPONENT STRATEGIES
FOR A LARGE POPULATION OF PLAYERS. IN PARTICULAR, IT EXPLORES EFFECTS OF
INFORMATION PROPAGATION THROUGH SOCIAL NETWORKS IN EVOLUTIONARY GAMES.
TBE KEY UNDERLYING PHENOMENON THAT THE INFORMATION DIFFUSION AIMS TO
CAPTURE IS THAT REASONING ABOUT THE EXPERIENCES OF ACQUAINTANCES CAN
DRAMATICALLY IMPACT THE DYNAMICS OF A SOCIETY. EXPERIMENTAL RESULTS FROM
AGENT-BASED SIMULATIONS ARE PRESENTED THAT SHOW THE IMPACT OF DIFFUSION
THROUGH SOCIAL NETWORKS ON THE PLAYER STRATEGIES OF AN EVO- LUTIONARY
GAME AND THE SENSITIVITY OF THE DYNAMICS TO FEATURES OF THE SOCIAL
NETWORK.
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TABLE OF CONTENTS FOREWORD XLVII PREFACE XLVIX VOLUME I SECTION I A
REVIEW OF RESEARCH ON EDUCATIONAL GAMING CHAPTERI A QUALITATIVE
META-ANALYSIS OFCOMPUTER GAMES AS LEAMING TOOLS 1 FENGFENG KE,
UNIVERSITY OF NEW MEXICO, USA CHAPTER 11 GAMES, CLAIMS, GENRES, AND
LEAMING 33 AROUTIS N. FOSTER, MICHIGAN STATE UNIVERSITY, USA PUNYA
MISHRA, MICHIGAN STATE UNIVERSITY, USA CHAPTERIII MASSIVELY MULTIPLAYER
ONLINE ROLE-PLAY GAMES FOR LEAMING 51 SARA DE FREITAS, UNIVERSITY
OFCOVENTRY, UK MARK GRIFFITHS, NOTTINGHAM TRENT UNIVERSITY, UK CHAPTERIV
AN INVESTIGATION OFCURRENT ONLINE EDUCATIONAL GAMES 67 YUFENG QIAN, ST.
THOMAS UNIVERSITY, USA CHAPTERV AUGMENTED REALITY GAMING IN EDUCATION
FOR ENGAGED LEAMING 83 CATHY CAVANAUGH, UNIVERSITY OF FLORIDA, USA
CHAPTERVI MOBILITY, GAMES, AND EDUCATION 96 MICHAEL A. EVANS, VIRGINIA
TECH, USA CHAPTERVII GAME INTERFACES AS BODILY TECHNIQUES III DAVID
PARISI, NEW YORK UNIVERSITY, USA CHAPTER VIII A WINDOW ON DIGITAL GAMES
INTERACTIONS IN HORNE SETTINGS 127 ELHANAN GAZIT, H.I.T.-HOLON INSTITUTE
OFTECHNOLOGY, ISRAEL CHAPTERIX ENHANCED INTERACTION IN MIXED SOCIAL
ENVIRONMENTS 146 JAMES OLIVERIO, DIGITAL WORLDS INSTITUTE, UNIVERSITY
OFFLORIDA, USA DENNIS BECK, DIGITAL WORLDS INSTITUTE, UNIVERSITY
OFFLORIDA, USA CHAPTERX ELECTRONIC GAMING IN GERMANY AS INNOVATION IN
EDUCATION 163 ANDREAS BREITER, INSTITUTE FOR INFORMATION MANAGEMENT,
UNIVERSITY OF BREMEN, GERMANY CASTULUS KOLO, MACROMEDIA UNIVERSITY OF
APPLIED SCIENCES, MUNICH, GERMANY SECTION 11 EDUCATIONAL GAMING IN K-12
OR TEACHER EDUCATION CONTEXTS CHAPTERXI A GUIDE TO INTEGRATING COTS
GAMES INTO YOUR CLASSROOM 179 RICHARD VAN ECK, UNIVERSITY OF NORTH
DAKOTA, USA CHAPTERXII PRODUCTIVE GAMING AND THE CASE FOR
HISTORIOGRAPHIE GAME-PLAY 200 SHREE DURGA, UNIVERSITY OF WISCONSIN -
MADISON, USA KURT SQUIRE, UNIVERSITY OF WISCONSIN - MADISON, USA CHAPTER
XIII GAME- BASED HISTORICAL LEARNING 219 ERIK MALCOLM CHAMPION, AUCKLAND
SCHOOL OF DESIGN, MASSEY UNIVERSITY, NEW ZEALAND CHAPTERXIV THE ROLE
OFMMORPGS IN SOCIAL STUDIES EDUCATION 235 PHI/LIP J. VANFOSSEN, PURDUE
UNIVERSITY, USA ADAM FRIEDMAN, WAKE FOREST UNIVERSILY, USA RICHARD
HARTSHORNE, UNIVERSITY OFNORTH CAROLINA AT CHARLOTTE, USA CHAPTERXV
VIDEO GAMES, READING, AND TRANSMEDIAL COMPREHENSION 251 BROCK DUBBLES,
UNIVERSITY OF MINNESOTA, USA CHAPTERXVI COTS COMPUTER GAME EFFEETIVENESS
277 CAROL LUCKHARDT REDFIELD, ST. MARY:S UNIVERSITY, USA DIANE 1.
GAITHER, SOUTHWEST RESEARCH INSTITUTE, USA NEIL M REDFIELD, JOHN JAY
SCIENCE AND ENGINEERING ACADEMY, USA CHAPTER XVII TEAEHER GAMERS VS.
TEAEHER NON-GAMERS 295 CHRISTOPHER 1. JAMES, RUSSELLVILLE CITY SCHOOLS,
USA VIVAN H WRIGHT. UNIVERSITY 0/ ALABAMA, USA CHAPTER XVIII USING
ONLINE SIMULATION TO ENGAGE USERS IN AN AUTHENTIE LEAMING ENVIRONMENT.
315 BRIAN FERRY, UNIVERSITY 0/ WOLLONGONG, AUSTRALIA LISA KERVIN,
UNIVERSITY 0/ WOLLONGONG, AUSTRALIA CHAPTERXIX PRE-SERVIEE COMPUTER
TEAEHERS AS 3D EDUEATIONAL GAME DESIGNERS 331 ZAHIDE YILDIRIM, MIDDLE
EAST TECHNICAL UNIVERSITY, TURKEY EYLEM KILIC, MIDDLE EAST TECHNICAL
UNIVERSITY, TURKEY CHAPTERXX ADOLESEENTS TEAEHING VIDEO-GAME MAKING-WHO
IS THE EXPERT HERE? 345 KATHY SANFORD, UNIVERSITY 0/ VICTORIA, CANADA
LEANNA MADILL, UNIVERSITY 0/ VICTORIA, CANADA SEETION 111 EDUCATIONAL
GAMING IN OTHER LEARNING CONTEXTS CHAPTERXXI ONLINE GAMES AS POWERFU1
FOOD ADVERTISING TO CHILDREN 358 RICHARD T. COLE, MICHIGAN STATE
UNIVERSITY, USA ELIZABETH TAYLOR QUILLIAM, MICHIGAN STATE UNIVERSITY,
USA CHAPTER XXII CHANGING HEALTH BEHAVIOR THROUGH GAMES 370 ERIN
EDGERTON, CENTERS TOR DISEASE CONTROL AND PREVENTION, USA CHAPTER XXIII
AN OVERVIEW OFUSING ELEETRONIE GAMES FOR HEALTH PURPOSES 388 WEI PENG,
MICHIGAN STATE UNIVERSITY, USA MING LIU, MICHIGAN STATE UNIVERSITY, USA
CHAPTER XXIV MMORPGS AND FOREIGN LANGUAGE EDUCATION 402 YONG ZHAO,
MICHIGAN STATE UNIVERSITY, USA CHUN LAI, MICHIGAN STATE UNIVERSITY, USA
CHAPTERXXV A VIDEOGAME, A CHINESE OTAKU, AND HER DEEP LEARNING OF A
LANGUAGE 422 KIM FELDMESSER, UNIVERSITY 0/ BRIGHTON, UK CHAPTER XXVI
DEVELOPING A SERIOUS GAME FOR POLICE TRAINING 451 AHMED BINSUBAIH,
UNIVERSITY 0/ SHEFFIELD, UK STEVE MADDOCK, UNIVERSITY 0/ SHEFFIELD, UK
DANIELA ROMANO, UNIVERSITY 0/ SHEFFIELD, UK CHAPTER XXVLL GAME-BASED
LEARNING IN DESIGN HISTORY 478 BARBARA MARTINSON, UNIVERSITY 0/
MINNESOTA, USA SAUMAN CHU, UNIVERSITY 0/ MINNESOTA, USA VOLUMELL CHAPTER
XXVLLI A POLICY GAME IN A VIRTUAL WORLD 489 MARTHA GARCIA-MURILLO,
SYRACUSE UNIVERSITY, USA IAN MACINNES, SYRACUSE UNIVERSITY, USA CHAPTER
XXIX TEACHING OOP AND COP TECHNOLOGIES VIA GAMING 508 CHONG-WEI XU,
KENNESAW STATE UNIVERSITY, USA CHAPTERXXX USING GAMES TO TEACH DESIGN
PATTERNS AND COMPUTER GRAPHICS 525 POLLYANA NOTARGIACOMO MUSTARO,
UNIVERSIDADE PRESBITERIANA MACKENZIE, BRAZIL LUCIANO SI/VA, UNIVERSIDADE
PRESBITERIANA MACKENZIE, BRAZIL ISMAR FRANGO SILVEIRA, UNIVERSIDADE
PRESBITERIANA MACKENZIE, BRAZIL CHAPTER XXXI A 3D ENVIRONMENT FOR
EXPLORING ALGEBRAIC STRUCTURE AND BEHAVIOR 546 PAUL A. FISHWICK,
UNIVERSITY 0/ F/ORIDA, USA YUNA A. PARK, UNIVERSITY 0/ F/ORIDA, USA
CHAPTER XXXII SURVIVING THE GAME 560 LINDA VAN RYNEVELD, TSHWANE
UNIVERSITY O/TECHNOLOGY, SOUTH A/RICA SECTION IV EDUCATIONAL GAMING
RESEARCH TOOLS AND METHODS CHAPTER XXXIII WAG THE KENNEL: GAMES, FRAMES,
AND THE PROBLEM OF ASSESSMENT. 577 DAVID WILLIAM SHAFFER, UNIVERSITY
0/ WISCONSIN - MADISON, USA CHAPTER XXXIV CHARACTER ATTACHMENT IN GAMES
AS MODERATOR FOR LEAMING 593 MELISSA L. LEWIS, MICHIGAN STATE
UNIVERSITY, USA RENE WEBER, UNIVERSITY 0/ CALIFORNIA SANTA BARBARA, USA
CHAPTER XXXV VISUAL ANALYSIS OF AVATARS IN GAMING ENVIRONMENTS 606
JOSEPH C. DIPIETRO, UNIVERSITY 0/ FLORIDA, USA ERIK W: BLACK, UNIVERSITY
0/ FLORIDA, USA CHAPTER XXXVI INTERPRETING GAME-PLAY THROUGH EXISTENTIAL
LUDOLOGY 621 MATTHEW THOMAS PAYNE, UNIVERSITY O/TEXAS AT AUSTIN, USA
CHAPTER XXXVII ON CHOOSING GAMES AND WHAT COUNTS AS A "GOOD" GAME 636
KATRIN BECKER, UNIVERSITY O/CALGARY, CANADA JAMES R. PARKER, UNIVERSITY
0/ CALGARY, CANADA CHAPTER XXXVIII DESCRIPTORS OFQUALITY TEACHERS AND
QUALITY DIGITAL GAMES 652 TEDDY MOLINE, UNIVERSITY 0/ ALBERTA, CANADA
SECTION V THE PSYCHOLOGICAL IMPACT OF EDUCATIONAL GAMING (PART 1):
COGNITION, LEARNING, PLAY, AND IDENTITY CHAPTER XXXIX DESIGNING A
COMPUTATIONAL MODEL OF LEAMING , 671 DAVID GIBSON, CURVESHIJI, INC., USA
CHAPTERXL SOCIAL PSYCHOLOGY AND MASSIVELY MULTIPLAYER ONLINE LEAMING
GAMES 702 CTINT BOWERS, UNIVERSITY OLCENTRAL FLORIDA, USA PETER A.
SMITH, UNIVERSITY OLCENTRAL FLORIDA, USA JAN CANNON-BOWERS, UNIVERSITY
OLCENTRAL FLORIDA, USA CHAPTERXLI EVALUATING AND MANAGING COGNITIVE LOAD
IN GAMES
.*.
719 SLAVA KALYUGA, UNIVERSITY 01NEW SOUTH WALES, AUSTRATIA JAN L. PLASS,
NEW YORK UNIVERSITY, USA CHAPTER XLII SELF-REGULATED LEAMING IN VIDEO
GAME ENVIRONMENTS 738 NICK ZAP, SIMON FRASER UNIVERSITY, CANADA
JILLIANNE CODE, SIMON FRASER UNIVERSITY, CANADA CHAPTER XLIII (SELF-)
EDUCATIONAL EFFECTS OF COMPUTER GAMING CULTURES 757 JOHANNES FROMME,
UNIVERSITY 01MAGDEBURG, GERMANY BENJAMIN JOERISSEN, UNIVERSITY
01MAGDEBURG, GERMANY ALEXANDER UNGER, UNIVERSITY 01 MAGDEBURG, GERMANY
CHAPTER XLIV EXPERIENCE, COGNITION AND VIDEO GAME PLAY 776 MEREDITH
DIPIETRO, UNIVERSITY 01 FLORIDA, USA CHAPTERXLV INTERTEXTUALITY IN
MASSIVELY MULTI-PLAYER ONLINE GAMES 791 P. G. SCHRADER, UNIVERSITY
01NEVADA, LAS VEGAS, USA KIMBERLY A. LAWLESS, UNIVERSITY 01ILLINOIS,
CHICAGO, USA MICHAEL MCCREERY, UNIVERSITY 01NEVADA, LAS VEGAS, USA
CHAPTER XLVI DEVELOPMENT, IDENTITY, AND GAME-BASED LEAMING 808 YAM SAN
CHEE, NANYANG TECHNOLOGICAL UNIVERSITY, SINGAPORE KENNETH Y. T. LIM,
NANYANG TECHNOLOGICAL UNIVERSITY, SINGAPORE CHAPTER XLVII PLAY STYLES
AND LEAMING 826 CARRIE HEETER, MICHIGAN STATE UNIVERSITY, USA CHAPTER
XLVIII PLAYING ROLES IN THE MMORPG KINGDOM OFLOATHING 847 MARTIN OLIVER,
LONDON KNOWLEDGE LAB, INSTITUTE OF EDUCATION, UK CHAPTER XLIX EXPLORING
PERSONAL MYTHS FROM THE SIMS 862 VASA BURAPHADEJA, UNIVERSITY 0/
FLORIDA, USA KARA DAWSON, UNIVERSITY 0/ FLORIDA, USA SECTION VI THE
PSYCHOLOGICAL IMPACT OF EDUCATIONAL GAMING (PART 2): VIOLENCE, EMOTION,
RACE, GENDER, AND CULTURE CHAPTERL LEAMING PROCESSES AND VIOLENT VIDEO
GAMES 876 EDWARD L. SWING, IOWA STATE UNIVERSITY, USA DOUGLAS A.
GENTILE, IOWA STATE UNIVERSITY, USA CRAIG A. ANDERSON, IOWA STATE
UNIVERSITY, USA CHAPTERLI HARNESSING THE EMOTIONAL POTENTIAL OFVIDEO
GAMES 893 PATRICK FELICIA, UNIVERSITY COLLEGE CORK, IRELAND FAN PITT,
UNIVERSITY COLLEGE CORK, IRELAND CHAPTER LII GAMERS, GENDER, AND
REPRESENTATION 911 DIANE CARR, UNIVERSITY 0/ LONDON, UK CAROLINE
PELLETIER, UNIVERSITY 0/ LONDON, UK CHAPTER LIII GENDER AND RACIAL
STEREOTYPES IN POPULAR VIDEO GAMES 922 YI MOU, CAMBRIDGE, MA, USA WEI
PENG, MICHIGAN STATE UNIVERSITY, USA CHAPTERLIV CAN THE SUBALTERN PLAY
AND SPEAK OR JUST BE PLAYED WITH? 938 DAVID J. LEONARD, WASHINGTON STATE
UNIVERSITY, USA CHAPTERLV CULTURALLY RESPONSIVE GAMES AND SIMULATIONS
956 COLLEEN SWAIN, UNIVERSITY 0/ FLORIDA, USA CHAPTERLVI SAVING WORLDS
WITH VIDEO GAME ACTIVISM 970 ROBERT JONES. NEW YORK UNIVERSITY, USA
VOLUME 111 SECTION VII ED UCATIONAL GAME DESIGN CHAPTER LVII CONCEPTUAL
PLAY SPACES 989 SASHA A. BARAB, INDIANA UNIVERSITY SCHOOL OF EDUCATION,
USA ADAM INGRAM-GOBLE, CENTER FOR RESEARCH ON LEARNING AND TECHNOLOGY,
USA SCOTT WARREN, UNIVERSITY OF NORTH TEXAS, USA CHAPTER LVIII THE
DESIGN, PLAY, AND EXPERIENCE FRAMEWORK 1010 BRIAN M WINN, MICHIGAN STATE
UNIVERSITY, USA CHAPTERLIX REVEALING NEW HIDDEN CURRICULUM AND PEDAGOGY
OFDIGITAL GAMES 1025 YOUNGKYUN BAEK, KOREA NATIONAL UNIVERSITY OF
EDUCATION, REPUBLIC OF KOREA CHAPTERLX GAME DESIGN AS A COMPELLING
EXPERIENCE 1041 WEI QIU, MICHIGAN STATE UNIVERSITY, USA YONG ZHAO,
MICHIGAN STATE UNIVERSITY, USA CHAPTERLXI GAMING ETHICS, RULES,
ETIQUETTE, AND LEARNING 1057 LAURIE N. TAYLOR, UNIVERSITY OFFLORIDA, USA
CHAPTER LXII DESIGNING GAMES-BASED EMBEDDED AUTHENTIE LEARNING
EXPERIENCES 1068 PENNY DE BYL, UNIVERSITY OF SOUTHERN QUEENSLAND,
AUSTRALIA CHAPTER LXIII BRIDGING GAME DEVELOPMENT AND INSTRUCTIONAL
DESIGN 1088 JAMES BELANICH, USOARMY RESEARCH INSTITUTE FOR THE
BEHAVIORAL AND SOCIAL SCIENCES, USA KARIN A. ORVIS, OLD DOMINION
UNIVERSITY, USA DANIEL B. HORN, USO ARMY RESEARCH INSTITUTE FOR THE
BEHAVIORAL AND SOCIAL SCIENCES, USA JENNIFER L. SOLBERG, USO ARMY
RESEARCH INSTITUTE FOR THE BEHAVIORAL AND SOCIAL SCIENCES, USA CHAPTER
LXIV GAME DESIGN FOR INTUITIVE CONCEPT KNOWLEDGE 1104 DEBBIE DENISE
RESSE, CENTER FOR EDUCATIONAL TECHNOLOGIES, WHEELING JESUIT UNIVERSITY,
USA CHAPTERLXV LEVERAGING THE AFFORDANCES OF AN ELECTRONIC GAME TO MEET
INSTRUCTIONAL GOALS 1127 YUXIN MA, UNIVERSITY OF LOUISIANA AT LAFAYETTE,
USA DOUGLAS WILLIAMS, UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA CHARLES
RICHARD, UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA LOUISE PREJEAN,
UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA CHAPTER LXVI INSTRUCTIONAL
GAME DESIGN USING COGNITIVE LOAD THEORY 1143 WENHAO DAVID HUANG,
UNIVERSITY OF !LLINOIS, USA TRISTAN JOHNSON, FLORIDA STATE UNIVERSITY,
USA CHAPTER LXVII MOTIVATION, LEARNING, AND GAME DESIGN 1166 MAHBOUBEH
ASGARI, SIMON FRASER UNIVERSITY, CANADA DAVID KAUFMAN, SIMON FRASER
UNIVERSITY, CANADA CHAPTER LXVIII DESIGNING GAMES FOR LEARNING 1183
SCOTT J. WARREN, UNIVERSITY OF NORTH TEXAS, USA MARY JO DONDLINGER,
UNIVERSITY OFNORTH TEXAS, USA CHAPTER LXIX INTERACTION WITH MMOGS AND
IMPLICATIONS FOR E-LEARNING DESIGN 1204 PANAGIOTIS ZAHARIAS, UNIVERSITY
OF THE AEGEAN, GREECE & ATHENS UNIVERSITY OF ECONOMICS AND BUSINESS,
ATHENS, GREECE ANTHONY PAPARGYRIS, ATHENS UNIVERSITY OF ECONOMICS AND
BUSINESS, GREECE CHAPTERLXX NARRATIVE DEVELOPMENT AND INSTRUCTIONAL
DESIGN 1218 DOUGLAS WILLIAMS, UNIVERSITY OFLOUISIANA AT LAFAYETTE, USA
YUXIN MA, UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA CHARLES RICHARD,
UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA LOUISE PREJEAN, UNIVERSITY OF
LOUISIANA AT LAFAYETTE, USA CHAPTER LXXI CHILDREN AS CRITICS
OFEDUCATIONAL COMPUTER GAMES DESIGNED BY OTHER CHILDREN 1234 LLOYD P.
RIEBER, THE UNIVERSITY OFGEORGIA, USA JOAN M DAVIS, THE UNIVERSITY
OFWASHINGTON, USA MICHAEL J. MATZKO, INDEPENDENT CONSULTANT, USA MICHAEL
M GRANT, THE UNIVERSITY OF MEMPHIS, USA CHAPTER LXXLL VIDEO-GAME
CREATION AS A LEAMING EXPERIENCE FOR TEACHERS AND STUDENTS. 1257 LEANNA
MADILL, UNIVERSITY OF VICTORIA, CANADA KATHY SANFORD, UNIVERSITY OF
VICTORIA, CANADA SECTION VLLI THE FUTURE OF EDUCATIONAL GAMING CHAPTER
LXXILL THE FUTURE OFDIGITAL GAME-BASED LEAMING 1274 BRIAN MAGERKO,
GEORGIA INSTITUTE OFTECHNOLOGY, USA CHAPTER LXXIV ARTISTS IN THE MEDIUM
1289 KURT SQUIRE, UNIVERSITY OFWISCONSIN - MADISON, USA CHAPTER LXXV THE
POSITIVE IMPACT MODEL IN COMMERCIAL GAMES 1303 RUSEL DEMARIA, DEMARIA
STUDIO, USA CHAPTER LXXVI EDUCATION AND EXPLOITATION OFFTHE VIRTUAL
TRAIN TO OREGON 1318 CHAD M HARMS, IOWA STATE UNIVERSITY, USA SECTION IX
APPENDIX: GLOSSARY OF TERMS APPENDIXA AN OVERVIEW OF GAMING TERMINOLOGY:
CHAPTERS I-LXXVI. 1333 CLARK ALDRICH, SIMULEARN, USA JOSEPH C.
DIPIETRO, UNIVERSITY OFFLORIDA, USA SEETION X APPENDIX: SELEETED
READINGS APPENDIX B, SELEETED READINGS GAMES AND SIMULATIONS: A NEW
APPROACH IN EDUCATION? 1354 GOEKNUR KAPLAN AKILLI, PENNSYLVANIA STATE
UNIVERSITY, USA APPENDIX C, SELECTED READINGS DEVELOPING ENJOYABLE
SECOND LANGUAGE LEAMING SOFTWARE TOOLS: A COMPUTER GAME PARADIGM 1372
CHEE SIANG ANG, CITY UNIVERSITY, UK PANAYIOTIS ZAPHIRIS, CITY
UNIVERSITY, UK APPENDIX D, SELECTED READINGS GAME MODS: CUSTOMIZABLE
LEAMING IN A K 16 SETTING 1390 ELIZABETH FANNING, THE UNIVERSITY
O/VIRGINIA, USA APPENDIX E, SELECTED READINGS ONLINE GAMES FOR 21 SI
CENTURY SKILLS 1400 LISA GALARNEAU, UNIVERSITY 0/ WAIKATO, NEW ZEALAND
MELANIE ZIBIT, BOSTON COLLEGE, USA APPENDIX F, SELEETED READINGS
GAME-BASED INSTRUCTION IN A COLLEGE CLASSROOM 1427 NANCY SARDONE, SETON
HALL UNIVERSITY, USA ROBERTA DEVLIN-SCHERER, SETON HALL UNIVERSITY, USA
JOSEPH MARTINELLI, SETON HALL UNIVERSITY, USA APPENDIX G, SELEETED
READINGS CREATIVE REMIXING AND DIGITAL LEAMING: DEVELOPING AN ONLINE
MEDIA LITERACY LEAMING TOOL FOR GIRLS 1440 RENEE HOBBS, TEMPLE
UNIVERSITY, USA JONELLE ROWE, DEPARTMENT 0/ HEALTH AND HUMAN SERVICES,
USA APPENDIX H, SELEETED READINGS LEARNING WHILE PLAYING: DESIGN
IMPLICATIONS FOR EDUTAINMENT GAMES 1449 KALLE JEGERS, UMEA UNIVERSITY,
SWEDEN CARLOTTE WIBERG, UMEA UNIVERSITY, SWEDEN APPENDIX I, SELEETED
READINGS RELIVING HISTORY WITH "RELIVING THE REVOLUTION": DESIGNING
AUGMENTED REALITY GAMES TO TEACH THE CRITICAL THINKING OFHISTORY 1460
KAREN SCHRIER, MIT, USA APPENDIX J, SELEETED READINGS INSIGHTS INTO THE
IMPACT OF SOCIAL NETWORKS ON EVOLUTIONARY GAMES ]477 KATIA SYEARA,
CARNEGIE MELLON UNIVERSITY, USA PAUL SCERRI, CARNEGIE MELLON UNIVERSITY,
USA ANTON CHEEHETKA, CARNEGIE MELLON UNIVERSITY, USA DETAILED TABLE OF
CONTENTS FOREWORD : XLV II PREFACE XLVIX VOLUME I SECTION I A REVIEW OF
RESEARCH ON EDUCATIONAL GAMING CHAPTERI A QUALITATIVE META-ANALYSIS
OFCOMPUTER GAMES AS LEARNING TOOLS I FENGFENG KE, UNIVERSITY 0/ NEW
MEXICO, USA DRAWING ON THE GROUNDED THEORY APPROACH AND A QUALITATIVE
META-ANALYSIS, THIS CHAPTER SYSTEMATI- CALLY REVIEWS AND SYNTHESIZES THE
THEORIES, METHODS, AND FINDINGS OF BOTH QUALITATIVE AND QUANTITATIVE
INQUIRIES ON COMPUTER-BASED INSTRUCTIONAL GAMES. A MAJOR PURPOSE OF THIS
LITERATURE REVIEW AND META- ANALYSIS IS TO INFORM POLICY AND PRACTICE
BASED ON EXISTING STUDIES. FOUR MAJOR RECURRING THEMES CONCERNING THE
EFFECTIVENESS OF COMPUTER-BASED INSTRUCTIONAL GAMES EMERGED FROM A
COMPARATIVE ANALYSIS OF 89 INSTRUCTIONAL GAMING STUDIES AND ARE
DISCUSSED WITH THE SUPPORT OF EXEMPLAR RESEARCH. CHAPTERII GAMES,
CLAIMS, GENRES, AND LEARNING 33 AROUTIS N FOSTER, MICHIGAN STATE
UNIVERSITY, USA PUNYA MISHRA, MICHIGAN STATE UNIVERSITY, USA THE AUTHORS
OFFER A FRAMEWORK FOR CONDUCTING RESEARCH ON GAMES FOR LEARNING.
BUILDING ON A SUR- VEY OF THE LITERATURE ON GAMES, THEY SUGGEST A
CATEGORIZATION SCHEME (PHYSIOLOGICAL AND PSYCHO- LOGICAL) OF THE RANGE
OF CLAIMS MADE FOR GAMES. THEY ALSO ARGUE THAT ASSESSMENT ON LEARNING
FROM GAMES NEEDS TO CONSIDER THE SPECIFIC CLAIMS OF GAMES, AS THEY
INTERACT WITH GENRE AND CONTENT KNOWLEDGE. THE CHAPTER INCLUDES AN
INTRODUCTION TO AN ONGOING STUDY THAT UTILIZES THIS APPROACH. CHAPTER
111 MASSIVELY MULTIPLAYER ONLINE ROLE-PLAY GAMES FOR LEARNING 51 SARA DE
FREITAS, UNIVERSITY O/COVENTRY, UK MARK GRIJFITHS, NOTTINGHAM TRENT
UNIVERSITY, UK THIS CHAPTER EXPLORES WHETHER MASSIVE1Y MULTI-PLAYER
ONLINE ROLE-PLAY GAMES (MMORPGS) CAN BE USED EFFECTIVELY TO SUPPORT
LEARNING AND TRAINING COMMUNITIES. THE CHAPTER PROPOSES THAT
CROSS-DISCIPLINARY APPROACHES TO THE STUDY OF GAME-BASED LEARNING ARE
NEEDED TO SUPPORT BETTER SYNTHESIS OF OUR CURRENT UNDERSTANDING OF THE
EFFECTIVENESS OF LEARNING WITH GAMES. THIS CHAPTER INDICATES FUTURE
DIRECTIONS FOR CROSS-DISCIPLINARY RESEARCH APPROACHES IN THIS FIE1D AND
CONSIDERS HOW COLLABORATIVE LEARNING COULD BEST BE SUPPORTED THROUGH
THIS APPROACH. CBAPTERIV AN INVESTIGATION OFCURRENT ONLINE EDUCATIONAL
GAMES 67 YU/ENG QIAN, ST. THOMAS UNIVERSITY, USA TO REFLECT THE
PREFERENCES AND MEET THE NEEDS OF THIS GENERATION OF LEARNERS, MYRIAD OF
ONLINE GAMES FOR EDUCATIONAL PURPOSES ARE MADE AVAILABLE-THE SHEER
NUMBER OF EXISTING EDUCATIONAL GAMES IS OVER- WHELMING. THE PURPOSE
OFTHIS CHAPTER WAS TO INVESTIGATE THE CURRENT STATE OF EDUCATIONAL GAMES
ON THE INTERNET TARGETING K-12LEARNERS IN THE UNITED STATES. MAJOR GAME
PROVIDERS AND SALIENT DESIGN FEATURES WERE IDENTIFIED, AND FUTURE
DIRECTIONS OF GAME DEVELOPMENT FOR EDUCATIONAL PURPOSES WERE DISCUSSED.
CBAPTERV AUGMENTED REALITY GAMING IN EDUCATION FOR ENGAGED LEARNING 83
CATHY CAVANAUGH, UNIVERSITY 0/ FLORIDA, USA EDUCATIONAL GAME DEVELOPERS
DESIGN AUGMENTED REALITY GAMES (AR) TO MAXIMIZE TRANSFER OF LEARN- ING
THROUGH CLOSE APPROXIMATION OF THE GAME-SCAFFOLDED SKILLS AND THE GAME
ENVIRONMENT TO REAL SKILLS AND CONTEXTS. THE GAMES IMMERSE PLAYERS IN
ELECTRONIC AND ACTUAL LEARNING SITUATIONS US- ING FEATURES THAT MAKE
THEM EFFECTIVE LEARNING EXPERIENCES FOR FOSTERING MEANINGFUL LEARNING.
THIS CHAPTER PROVIDES EVIDENCE OF THE STRENGTHS AND AREAS FOR CONTINUED
DEVELOPMENT IN THE APPLICA- TION OF AUGMENTED REALITY GAMES FOR
CHILDHOOD AND ADULT LEARNING IN FORMAL AND INFORMAL SETTINGS. CBAPTERVI
MOBILITY, GAMES, AND EDUCATION 96 MICHAEL A. EVANS, VIRGINIA TECH, USA
THIS CHAPTER PROPOSES THAT THE CONVERGENCE OF MOBILE DEVICES AND DIGITAL
GAME-BASED LEARNING MAY HAVE PROFOUND IMPLICATIONS FOR EDUCATIONAL
TRANSFORMATION. KEY ISSUES TO BE ADDRESSED IN THE CHAPTER ARE THESE: (L)
THE PERVASIVENESS OF MOBILE AND SHARED TECHNOLOGIES; (2) CONTEMPORARY
ACCOUNTS OFLEARN- ING THEORY IN TERMS OFMOBILITY; (3) UNIQUE QUALITIES
OFMOBILE LEARNING AND TECHNOLOGIES; (4) SUCCESSFUL APPLICATIONS FOR
MOBILE LEARNING; AND (5) IMPLICATIONS FOR FUTURE RESEARCH AND PRACTICE.
IT IS CRITICAL TO EXAMINE TRENDS IN MOBILE TECHNOLOGY AND DIGITAL GAME
ADOPTION AND USE TO DEVELOP CREATIVE STRATEGIES AND APPLICATIONS, AND
EFFECTIVE POLICIES THAT LEAD TO INNOVATIVE INSTRUCTIONAL AND LEARNING
ENVIRONMENTS. CBAPTERVII GAME INTERFACES AS BODILY
TECHNIQUES.
. 111 DAVID PARISI, NEW YORK UNIVERSITY, USA
THIS CHAPTER DISCUSSES THE WAY THAT NEW VIDEO GAME INTERFACES ARE BEING
USED TO INVOKE THE WHOLE BODY AS A PARTICIPANT IN THE GAME TEXT. AS
SUCH, NEW VIDEO GAMES INVOLVE MORE THAN COGNITIVE EDUCATION, BY
IMPARTING A SET OFBODY HABITS TO THE PLAYER. THIS CHAPTER PROPOSES A NEW
VOCABULARY FOR UNDERSTANDING THESE DEVICES, REFERRING TO THEM AS BODILY
INTERFACES. IT ALSO DISCUSSES THREE ASPECTS OFBODILY INTERFACES: MODE OF
CAPTURE, HAPTICS, AND BUTTON REMAPPING. FINALLY, IT CONCLUDES BY
POINTING TO THEORETICALLITERATURE ON THE RELATIONSHIP BETWEEN THE
PHYSICAL AND MENTAL ASPECTS OF THE LEARNING PROCESS THAT MAY BE USEFUL
IN RETHINKING ELECTRONIC GAMES. CHAPTER VIII A WINDOW ON DIGITAL GAMES
INTERACTIONS IN HORNE SETTINGS 127 ELHANAN GAZIT, H.I.T.-HOLON INSTITUTE
OFTEEHNOLOGY, ISRAEL THIS CHAPTER PRESENTS AN ANALYSIS OF THE DYNAMICS
OF THE CHILDREN'S DIGITAL GAMES INTERACTIONS, WHICH TAKE PLACE IN THEIR
HORNE SURROUNDINGS. SINCE DIGITAL GAMES HAVE BECOME ONE OF THE MAIN
BUILDING BLOCKS IN THE CHILDREN'S WORLD, THERE IS A NEED TO EXAMINE THE
IMPACT OF THE WIDESPREAD USE OF DIGITAL GAMES IN CHILDREN'S EVERYDAY
LIFE. THE STUDY'S FRAMEWORK SERVED AS A WINDOW FOR CLOSE OBSERVATION OF
THE WAYS YOUNG CHILDREN SPONTANEOUSLY PLAY DIGITAL GAMES AND INTERACT
WITH EACH OTHER. THEORETICAL IMPLICATIONS FOR DIGITAL GAME RESEARCH AND
THE PEDAGOGICAL IMPLICA- TIONS REGARDING THE DESIGN AND IMPLEMENTATION
OF INTERACTIVE LEAMING ENVIRONMENTS ARE DISCUSSED. CHAPTERIX ENHANCED
INTERACTION IN MIXED SOCIAL ENVIRONMENTS 146 JAMES OLIVERIO, DIGITAL
WORLDS INSTITUTE, UNIVERSITY OFFLORIDA, USA DENNIS BEEK, DIGITAL WORLDS
INSTITUTE, UNIVERSITY OFFLORIDA, USA THIS CHAPTER INTRODUCES THE TERM
MIXED SOCIAL ENVIRONMENTS AS A STRATEGIC LEAMING CONSTRUCT TO AUGMENT
STUDENT INTERACTION WHEN UTILIZING VIRTUAL WORLD ENVIRONMENTS SUCH AS
SECOND LIFE IN THE C1ASSROOM. WHILE AN INCREASING NUMBER OF INSTITUTIONS
ARE INVESTIGATING THE USE OF VIRTUAL WORLD ENVIRONMENTS FOR ENHANCED
LEAMING, AT PRESENT THERE ARE AT LEAST THREE MAJOR AREAS THAT ARE
UNDERDEVELOPED: INTERDISCIPLINARY RESEARCH, DOCUMENTATION OF BEST
PRACTICES, AND EXPLORATION OF THE USE OF MIXED SOCIAL ENVIRONMENTS. THE
AUTHORS PRESENT AN OVERVIEW OF A COURSE IN HOPES OF HELPING TO INFORM
BEST PRACTICES, EXPAND INTERDISCIPLINARY RESEARCH, AND ASSIST IN THE
DESIGN OF FUTURE MIXED SOCIAL ENVIRONMENTS FOR ENHANCED LEAMING.
CHAPTERX ELECTRONIC GAMING IN GERMANY AS INNOVATION IN EDUCATION 163
ANDREAS BREITER, INSTITUTE FOR IRIFORMATION MANAGEMENT, UNIVERSITY OF
BREMEN, GERMANY CASTULUS KOLO, MAEROMEDIA UNIVERSITY OF APPLIED
SCIENEES, MUNIEH, GERMANY ELECTRONIC GAMING IN EDUCATION REMAINS A
THEORETICAL OR AT BEST MARGINAL ISSUE AS LONG AS IT IS NOT ADOPTED IN
GENERAL EDUCATIONAL SETTINGS. AFTER INTRODUCING AN ANALYTICAL FRAMEWORK
FOR STRUCTURING SUCH PROCESSES OF THE DIFFUSION OF INNOVATIONS, THE
AUTHORS PRESENT EMPIRICAL EVIDENCE FROM THE ADOPTION PROCESS OF
ELECTRONIC GAMING IN GERMANY. THE RESULTS ARE DISCUSSED FOCUSING ON THE
ROLE OF SEVERAL INFLUENCING FACTORS ON THE SCOPE AND THE SPEED OF
INNOVATIONS. THE CHAPTER CONCLUDES WITH POSSIBLE GENERALIZATIONS
DEPARTING FROM THE SPECIFIC SITUATION AND THE TRADITION OF EDUCATION IN
GERMANY. SEETION 11 EDUCATIONAL GAMING IN K-12 OR TEACHER EDUCATION
CONTEXTS CHAPTERXI A GUIDE TO INTEGRATING COTS GAMES INTO YOUR CLASSROOM
179 RICHARD VAN ECK, UNIVERSITY 0/ NORTH DAKOTA, USA MANY OF THE
EDUCATIONAL OUTCOMES WE SEEK TO PROMOTE IN PUBLIC EDUCATION, SUCH AS
PROBLEM SOLV- ING AND CRITICAL THINKING, ARE DIFFICULT TO ACHIEVE GIVEN
THE CONSTRAINTS OF THE REAL-WORLD C1ASSROOM. COMMERCIAL OFF-THE-SHELF
(COTS) GAMES MAKE EXCELLENT TOOLS FOR ADDRESSING BOTH CONTENT-BASED AND
HIGHER ORDER LEARNING OUTCOMES, AND MANY EDUCATORS ARE EXPLORING THEIR
USE IN THE C1ASSROOM. THE FIRST PART OF THIS CHAPTER WILL EXAMINE THE
THEORIES THAT UNDERLIE THE SUCCESSFUL INTEGRATION OF COMMERCIAL GAMES IN
THE C1ASSROOM. THESE THEORIES AND THE MODEL ARE DISCUSSED IN THE SEC-
OND PART OF THIS CHAPTER IN THE CONTEXT OF ACTUALLY DESIGNING COTS
GAME-BASED LEARNING (GBL). CHAPTERXII PRODUCTIVE GAMING AND THE CASE FOR
HISTORIOGRAPHIE GAME-PLAY 200 SHREE DURGA, UNIVERSITY 0/ WISCONSIN -
MADISON, USA KURT SQUIRE, UNIVERSITY 0/ WISCONSIN - MADISON, USA THIS
CHAPTER EXAMINES THE POTENTIAL OFVIDEO GAMES AS A LEARNING TOOL GIVEN
THEIR PRODUCTIVE CAPACITY FOR CONTENT CREATION AND DISSEMINATION. BASED
ON THE FINDINGS FROM A LONGITUDINAL STUDY, THIS PAPER ARGUES THAT
HISTORICAL MODEL CONSTRUCTION IS A COMPELLING WAY TO MEDIATE ONE'S
UNDERSTANDINGS ABOUT HISTORY. PARTICIPANTS IN THIS GAME-BASED LEARNING
PROGRAM DEVELOPED NEW IDENTITIES AS PRODUCERS AS WELL AS CON- SUMERS
OFHISTORICAL SIMULATIONS. CHAPTER XIII GAME- BASED HISTORICAL LEARNING
219 ERIK MALCOLM CHAMPION, AUCKLAND SCHOOL 0/ DESIGN, MASSEY UNIVERSITY,
NEW ZEALAND GAME-BASED HISTORIEALLEARNING AIMS TO PROVIDE WAYS IN WHICH
THE TECHNOLOGY, INTERACTIVITY, OR CULTURAL CON- VENTIONS OF COMPUTER
GAMING CAN HELP AFFORD THE CULTUML UNDERSTANDING OF THE SELF, OF THE
PAST, OR OF OTHERS WITH MINDSETS QUITE DIFFERENT TO OUR OWN. THIS
CHAPTER WILL OUTLINE THE MAJOR TECHNOLOGICAL, PEDAGOGICAL, AND
EVALUATION ISSUES PERTINENT TO GAME-BASED HISTORIEALLEARNING, PROVIDE
WORKING DEFINITIONS OFVIRTUALLEAMING THAT MAY LEND THEMSELVES TO
EVALUATIONS, AND ENDEAVORTO EXPLAIN HOW SPECIFIC ISSUES OF GAME-BASED
HISTORIEAL LEARNING MAY BE ADDRESSED. IT WILL ALSO FORECAST TRENDS AND
SUGGEST APPROACHES TO HELP FOCUS THIS DIVERSE FIELD. CHAPTERXIV THE ROLE
OFMMORPGS IN SOCIAL STUDIES EDUCATION 235 PHILLIP J. VANFOSSEN, PURDUE
UNIVERSITY, USA ADAM FRIEDMAN, WAKE FOREST UNIVERSITY, USA RICHARD
HARTSHORNE, UNIVERSITY 0/ NORTH CAROLINA AT CHARLOLTE, USA IN THIS
CHAPTER, THE AUTHORS PROVIDE EVIDENCE FOR THE POTENTIAL OF MMORPGS FOR
SOCIAL STUDIES EDUCA- TION BY PROVIDING A DETAILED REVIEW OF RELEVANT
LITERATURE FROM THE FIELDS OF GAMES STUDIES, EDUCATIONAL TECHNOLOGY, AND
THE SOCIAL NETWORKING UNIVERSE. THIS EVIDENCE INCLUDES GAME SCHOLARS'
EFFORTS TO DEVELOP C1ASSROOM APPLICATIONS OF MMORPGS IN THE SOCIAL
SCIENCES AND RELATED DISCIPLINES AND ALSO PROVIDE EXAMPLES OF
"CITIZENSHIP EDUCATION" ALREADY OCCURRING WITH MMORPGS. THE AUTHORS ALSO
PROVIDE AN OVERVIEW OFPERCEIVED COSTS AND BENEFITS ASSOCIATED WITH
C1ASSROOM MMORPG USE, INCLUDING LOGISTICAL HURDLES THAT NEED TO BE
OVERCOME. CHAPTERXV VIDEO GAMES, READING, AND TRANSMEDIAL COMPREHENSION
251 BROCK DUBBLES, UNIVERSITY OF MINNESOTA, USA IN THIS QUALITATIVE
STUDY, LITERACY PRACTICES OF "STRUGGLING" SEVENTH AND EIGHTH GRADERS
WERE RE- CORDED ON VIDEOTAPE AS THEY ENGAGED IN BOTH TRADITIONAL AND NEW
LITERACY PRACTICES IN AN AFTER SCHOOL VIDEO GAMES CLUB. THESE RECORDINGS
WERE ANALYZED IN THE CONTEXT OF BUILDING COMPREHEN- SION SKILLS WITH
VIDEO GAMES. PLAYING VIDEO GAMES IS VIEWED HERE AS A LITERATE PRACTICE,
AND WAS SEEN TO BE MORE ENGAGING THAN TRADITIONAL ACTIVITIES (SUCH AS
READING SCHOOL TEXT, WRITING JOURNALS, ETC.). THE CONCLUSION OF THIS
OBSERVATION MAKES CONNECTIONS TO CURRENT RESEARCH IN COMPREHEN- SION AND
PROVIDES A BASIS FOR TEACHERS TO USE GAMES TO DEVELOP COMPREHENSION AND
LEARNING. CHAPTERXVI COTS COMPUTER GAME EFFECTIVENESS 277 CAROL
LUCKHARDT REDFIELD, ST. MARY S UNIVERSITY, USA DIANE L. GAITHER,
SOUTHWEST RESEARCH INSTITUTE, USA NEU M REDFIELD, JOHN JAY SCIENCE AND
ENGINEERING ACADEMY, USA THIS CHAPTER LOOKS AT EFFECTIVENESS OF
COMMERCIALLY-AVAILABLE EDUCATIONAL COMPUTER GAMES. TWO EFFECTIVENESS
STUDIES CONDUCTED AT JOHN JAY HIGH SCHOOL AND THE RESULTS OF THE STUDIES
ARE PRE- SENTED ON THE EDUCATIONAL COMPUTER GAME MATH BLASTER ALGEBRA.
ONE OF THE STUDIES SHOWED A POSITIVE LEARNING INCREASE FROM USING MATH
BLASTER ALGEBRA. BOTH STUDIES SHOWED NO NEGATIVE IMPACTS ON SCORES AND
GRADES WITH MORE TIME PLAYING THE GAME. WITH LESSONS LEARNED FROM GAME
THEORY, INTELLIGENT COMPUTER-BASED TRAINING FIELD, AND THESE
EFFECTIVENESS STUDIES, EDUCATIONAL COMPUTER GAMING CAN CONTINUE TO GROW,
BE EFFECTIVE, AND BE ACCEPTED INTO EDUCATIONAL SYSTEMS. CHAPTER XVII
TEACHER GAMERS VS. TEACHER NON-GAMERS 295 CHRISTOPHER L. JAMES,
RUSSELLVILLE CITY SCHOOLS, USA VIVAN H. WRIGHT, UNIVERSITY OF ALABAMA,
USA THE PURPOSE OF THIS STUDY WAS TO IDENTIFY SECONDARY TEACHERS WITH
VIDEO GAME PLAY EXPERIENCE AND DETERMINE IF PERCEIVED LEVELS OF COMFORT
IN REGARD TO COMPLETING JOB-RELATED TECHNOLOGY TASKS, AMOUNTS OF
INSTRUCTIONAL TECHNOLOGY USAGE, AND AMOUNTS OF PARTICIPATION IN
INNOVATIVE TEACHING STRATEGIES ARE AFFECTED BY EXPERIENCE OR LACK OF
EXPERIENCE WITH VIDEO GAMES. ALTHOUGH SIGNIFICANT DIFFERENCES WERE NOT
FOUND BETWEEN TEACHERS IDENTIFIED AS GAMERS AND THOSE AS NON-GAMERS,
RESEARCHERS MAY CHOOSE TO INVESTIGATE SPECIFIC AREAS WHERE MEAN
DIFFERENCES WERE FOUND. THIS STUDY CAN BE USED AS A REFERENCE POINT FOR
FUTURE RESEARCH INTO TEACHERS AND VIDEO GAME PLAY IN REGARD TO TEACHING
PRACTICES AND JOB-RELATED TASKS. CHAPTER XVIII USING ONLINE SIMULATION
TO ENGAGE USERS IN AN AUTHENTIE LEAMING ENVIRONMENT. 315 BRIAN FERRY,
UNIVERSITY 0/ WOLLONGONG, AUSTRALIA LISA KERVIN, UNIVERSITY 0/
WOLLONGONG, AUSTRALIA THIS CHAPTER DESCRIBES HOW AN AUTHENTIC LEAMING
FRAMEWORK WAS USED TO INFORM THE DESIGN OF AN ON LINE SIMULATION THAT
INCLUDED GAMING FEATURES SPECIFICALLY DESIGNED TO ENHANCE LEAMER
ENGAGEMENT. IT DESCRIBES AN ANALYSIS OF USER RESPONSES TO THE SIMULATION
FOCUSING PARTICULARLY ON LEAMER ENGAGEMENT AND WHAT THEY LEAMED FROM
USING THE SOFTWARE. THE RESEARCH REVEALED THAT USERS INITIAL1Y
APPROACHED THE SOFTWARE FROM A GAMING FRAMEWORK, HOWEVER WITH EXTENDED
INTERACTION WITH THE SOFTWARE, MOVED TOWARD TREATING THE VIRTUAL
EXPERIENCE AS AN AUTHENTIE ENVIRONMENT, EVEN TO THE POINT OF EMPATHISING
WITH SOME OF THE VIRTUAL CHARACTERS AND DOWNLOADING SOME OFTHE SUPPORT
MATERIAL THAT THEY MIGHT USE IN REAL CLASSROOMS. CHAPTERXIX PRE-SERVICE
COMPUTER TEACHERS AS 3D EDUCATIONAL GAME DESIGNERS 331 ZAHIDE YILDIRIM,
MIDDLE EAST TECHNICAL UNIVERSITY, TURKEY EYLEM KILIC, MIDDLE EAST
TECHNICAL UNIVERSITY, TURKEY THIS CHAPTER EXPLORES PROSPECTIVE COMPUTER
TEACHERS' PERCEPTIONS OF AND EXPERIENCES IN GOAL-BASED SCENARIO (GBS)
CENTERED 3-D EDUCATIONAL GAME DEVELOPMENT PROCESS. TWENTY-SIX
PRE-SERVICE COMPUTER TEACHERS WHO ENROLLED IN AN UNDERGRADUATE COURSE
FORMED THE SAMPIE OF THIS CASE STUDY. THE FINDINGS INDICATED THAT THE
PRE-SERVICE TEACHERS PREFERRED GBS-CENTERED EDUCATIONAL GAME TO
TRADITIONAL EDUCA- TIONAL GAME. THEY DECLARED THAT THE MOST IMPORTANT
FEATURE OF EDUCATIONAL GAME WAS ITS CONTRIBUTION TO MOTIVATION,
ATTENTION, AND RETENTION. CHAPTERXX ADOLESCENTS TEACHING VIDEO-GAME
MAKING-WHO IS THE EXPERT HERE? 345 KATHY SANFORD, UNIVERSITY 0/
VICTORIA, CANADA LEANNA MADILL, UNIVERSITY 0/ VICTORIA, CANADA THIS
CHAPTER DESCRIBES A STUDY CONDUCTED WITH NINE ADOLESCENTS HIRED TO
INSTRUCT WEEK-IONG VIDEO GAME MAKING CAMPS OVER THE COURSE OF ONE SUMMER
AND THE SUBSEQUENT FALL, WORKING WITH YOUNGER CHILDREN AGED 9-12. DATA
WAS COLLECTED THROUGH PARTIEIPANT OBSERVATION, REPEATED INTERVIEWS, AND
FOCUS GROUPS WITH THE PARTICIPANT ADOLESCENT TEACHERS. BY ENGAGING IN
TEACHING AS WEIL AS PLAY- ING, THESE YOUTHS HAVE HAD GREATER
OPPORTUNITIES TO CRITICALLY REFLECT ON THEIR LEAMING, ASSESSING THE
VALUE OF THE TECHNICAL AND IDEOLOGICAL APPROACHES TO VIDEOGAMES. SEVERAL
THEMES EMERGED RELATED TO KNOWLEDGE OF CONTENT, ISSUES OF MANAGEMENT OF
LEAMING ENVIRONMENTS, AND LEAMING HOW TO TEACH. SEETION 111 EDUCATIONAL
GAMING IN OTHER LEARNING CONTEXTS CHAPTERXXI ONLINE GAMES AS POWERFUL
FOOD ADVERTISING TO CHILDREN 358 RICHARD T. COLE, MICHIGAN STATE
UNIVERSITY, USA ELIZABETH TAYLOR QUILLIAM, MICHIGAN STATE UNIVERSITY,
USA AS INTERNET MARKETING HAS EVOLVED, CUSTOMIZED ONLINE GAMES CREATED
TO PROMOTE SPECIFIC BRANDS OR PRODUCTS HAVE BEEN EMBRACED BY FOOD
MARKETERS. AT THE SAME TIME THAT THESE ADVERGAMES, A HYBRID OF
ENTERTAINMENT AND ADVERTISING, HAVE EMERGED, CHILDHOOD OBESITY IN THE
UNITED STATES HAS REACHED WHAT SOME CONSIDER EPIDEMIC PROPORTIONS.
ADVERTISING TO CHILDREN IS FREQUENTLY IMPLICATED AS CONTRIBUTING TO
CHILDREN'S POOR DIETARY CHOICES AND ULTIMATELY TO CHILDHOOD OBESITY AND
ITS ATTENDANT MEDICAL RISKS. THIS CHAPTER DESCRIBES THE NATURE OF
ADVERGAMES, CONSIDERS THEIR EFFECTIVENESS AS TEACHING TOOLS AND AD-
VERTISEMENTS, AND SUGGESTS PUBLIC POLICY ISSUES RELATED TO THE CONTINUED
USE OF ADVERGAMES TO PROMOTE NON-NUTRITIOUS FOODS TO CHILDREN. CHAPTER
XXII CHANGING HEALTH BEHAVIOR THROUGH GAMES 370 ERIN EDGERTON, CENTERS
FOR DISEASE CONTROL AND PREVENTION, USA THIS CHAPTER DISCUSSES HOW
PROVEN HEALTH COMMUNICATION THEORIES CAN BE USED IN ELECTRONIC GAMES TO
AFFECT BEHAVIOR CHANGE. AFTER DISCUSSING THE NEED FOR EFFECTIVE HEALTH
COMMUNICA- TION AND REVIEWING THE CURRENT TRENDS IN ONLINE HEALTH
SEEKING BEHAVIOR, IT ARGUES THAT GAMES PROVIDE A UNIQUE OPPORTUNITY FOR
USERS TO INTERACT WITH HEALTH INFORMATION, PRACTICE HEALTH BE- HAVIORS,
AND BECOME IMMERSED IN MEANINGFUL CONTENT. THROUGH EXPLORATION OF THE
ELABORATION LIKELIHOOD MODEL, SOCIAL COGNITIVE THEORY, AND STAGES OF
CHANGE THEORY, THIS CHAPTER WILL DISCUSS HOW GAMES CAN BE USED TO CHANGE
PERCEPTIONS, ATTITUDES, AND ACTIONS RELATING TO HEALTH BEHAVIORS.
CHAPTER XXIII AN OVERVIEW OFUSING ELECTRONIC GAMES FOR HEALTH PURPOSES
388 WEI PENG, MICHIGAN STATE UNIVERSITY, USA MING LIU, MICHIGAN STATE
UNIVERSITY, USA THIS CHAPTER AIMS TO PROVIDE AN OVERALL PICTURE OFTHE
APPLICATIONS OF ELECTRONIC GAMES FOR VARIOUS HEALTH- RELATED PURPOSES,
PARTICULARLY FOR HEALTH EDUCATION, HEALTH RISK PREVENTION, BEHAVIORAL
INTERVENTION, AND DISEASE SELF-MANAGEMENT. IT SUMMARIZES THE ELECTRONIC
GAMES FOR HEALTH THAT HAVE BEEN EMPIRICALLY TESTED BY RESEARCHERS IN THE
PAST 20 YEARS. GAMES THAT HAVE NOT YET BEEN EVALUATED BUT ARE PROMISING
AND NOTEWORTHY ARE ALSO INCLUDED. IT ALSO SYNTHESIZES THE KEY FEATURES
OF ELECTRONIC GAMES THAT MAKE THEM PROMISING TO BE USED FOR
HEALTH-RELATED PURPOSES. FINALLY, IMPLICATIONS OFUSING ELECTRONIC GAMES
FOR HEALTH-RELATED PURPOSES AND FUTURE DIRECTION FOR RESEARCH IN THIS
AREA ARE DISCUSSED. CHAPTER XXIV MMORPGS AND FOREIGN LANGUAGE EDUCATION
402 YONG ZHAO, MICHIGAN STATE UNIVERSITY, USA CHUN LAI, MICHIGAN STATE
UNIVERSITY, USA THIS CHAPTER PROVIDES AN OVERVIEW OFTHE POTENTIAL
OFMASSIVELY MULTI-PLAYER ROLE PLAYING GAMES (MMOR- PGS) FOR FOREIGN
LANGUAGE EDUCATION AND DISCUSSES HOW MMORPGS CAN BE BETTER DESIGNED TO
SUPPORT FOREIGN LANGUAGE EDUCATION. IT REVIEWS CURRENT
CONCEPTUALIZATIONS ON IDEAL LANGUAGE LEARNING ENVIRON- MENTS, DISCUSSES
THE POTENTIALS OF MMORPGS FOR FOREIGN LANGUAGE EDUCATION, AND ELABORATES
ON HOW TO DESIGN MMORPGS TO FACILITATE FOREIGN LANGUAGE LEARNING. THE
AUTHORS HOPE THAT THIS DISCUSSION WILL HELP FOREIGN LANGUAGE EDUCATORS
REALIZE AND CAPITALIZE ON THE VALUES OFMMORPGS IN FOREIGN LANGUAGE
EDUCATION, AND WILL GUIDE THE DESIGN OFMMORPGS FOR FOREIGN LANGUAGE
LEARNING. CHAPTERXXV A VIDEOGAME, A CHINESE OTAKU, AND HER DEEP LEAMING
OF A LANGUAGE 422 KIM FELDMESSER, UNIVERSITY OF BRIGHTON, UK LEAMING
ADDITIONAL LANGUAGES RAPIDLY HAS BEEN THE GOAL OF IMMERSION SCHOOLS AND
THEIR APPROACHES ARE EFFECTIVE IN MANY RESPECTS BECAUSE THEY MAKE USE OF
SITUATED LEAMING EXPERIENCES IN COMMUNI- TIES OF PRACTICE. SUCH
EXPERIENCES PRESENT THEIR OWN CHALLENGES HOWEVER, AS LIVING IN THE
COUNTRY OF THE CHOSEN LANGUAGE FOR A CONSIDERABLE PERIOD OF TIME MAY NOT
BE POSSIBLE. THIS CHAPTER WILL OUTLINE THE RELEVANT THEORIES FOR SECOND
LANGUAGE LEAMING, DESCRIBE HOW THEY OPERATE IN GAMES, AND PRES- ENT
GUIDELINES FOR RESEARCH AND DEVELOPMENT OF SERIOUS GAMES AND SECOND
LANGUAGE ACQUISITION. CHAPTER XXVI DEVELOPING A SERIOUS GAME FOR POLICE
TRAINING 451 AHMED BINSUBAIH, UNIVERSITY OF SHEFFIELD, UK STEVE MADDOCK,
UNIVERSITY OF SHEFFIELD, UK DANIELA ROMANO, UNIVERSITY OF SHEFFIELD, UK
THE DESIGN OF SERIOUS GAMES BASED ON SOUND LEAMING AND INSTRUCTIONAL
PRINCIPLES IS IMPORTANT TO ENSURE LEAMING IS INTEGRATED IN THE
"GAMEPLAY". HOWEVER, THE PROCESS OF ACHIEVING THIS IS NOT YET FULLY
UNDER- STOOD, AND RESEARCH IS HAMPERED BY THE LACK OF PRACTICAL
DEMONSTRATIONS OF HOW EFFECTIVE INSTRUCTIONAL DESIGN IS WHEN USED
ALONGSIDE GAME DESIGN. THIS CHAPTER PROVIDES AN EXAMPLE OF A SUCCESSFUL
APPLICATION OF INSTRUCTIONAL DESIGN TO THE DEVELOPMENT PROCESS OF A
SERIOUS GAME FOR TRAFFIC ACCIDENT INVESTIGATORS IN THE DUBAI POLICE
FORCE. CHAPTER XXVLL GAME-BASED LEAMING IN DESIGN HISTORY 478 BARBARA
MARTINSON, UNIVERSITY OF MINNESOTA, USA SAUMAN CHU, UNIVERSITY OF
MINNESOTA, USA GAMES ARE INCREASINGLY BEING USED TO TEACH CONTENT IN A
VARIETY OF COURSES FROM ELEMENTARY TO GRADUATE EDUCATION. THIS STUDY
INVESTIGATES THE EFFECTIVENESS OF USING AGAME TO LEAMING DESIGN HISTORY
CONTENT AND EXAMINES STUDENTS' PREFERRED LEAMING ACTIVITIES BASED ON
LEAMING STYLES. THIS STUDY DOES INDICATE THAT GAMES CAN BE USED AS TOOLS
TO TEACH VARIOUS TYPES OF INFORMATION WITHIN A COLLEGE COURSE. GAMES
ADDED VARIETY TO THE DESIGN HISTORY COURSE AND MADE LEAMING FACTS MORE
FUN. THE CONCRETE NATURE OFTHE GAME WAS APPROPRIATE FOR THIS PARTICULAR
GROUP OF STUDENTS, MOST OF WHOM HAD CONCRETE LEAMING STYLES. FINALLY,
THE RECYCLING OF A PREVIOUSLY-DESIGNED LEAMING OBJECT MADE THE PROJECT
AFFORDABLE IN TERMS OFTIME AND MONEY. VOLUMELL CHAPTER XXVLLI A POLIEY
GAME IN A VIRTUAL WORLD 489 MARTHA GARCIA-MURILLO, SYRACUSE UNIVERSITY,
USA FAN MACINNES, SYRACUSE UNIVERSITY, USA IN THIS CHAPTER, WE PRESENT A
POLICY GAME TO BE USED IN A VIRTUAL WORLD. THE BENEFITS OFTHIS TOOL ARE
EXAMINED USING GEE'S LEAMING PRINCIPLES. FROM THIS ANALYSIS, WE FIND
THAT GAMES IN VIRTUAL WORLDS ENABLE REFLECTIVE EXPLORATION THAT HELPS
PARTICIPANTS TO LEAM FROM THEIR MISTAKES. LEAMING TAKES PLACE FROM THE
CONTENT CON- VEYED THROUGH THE GAME AND THROUGH THE MULTIMEDIA IMMERSION
THAT ALLOWS STUDENTS TO LEAM THE NUANCES OFTHESE VIRTUAL CONTEXTS.
BECAUSE THERE ARE NO REAL WORLD CONSEQUENCES, PARTICIPANTS CAN TAKE
RISKS, PROVIDE OR RECEIVE HELP FROM OTHER STUDENTS, AND, MOST
IMPORTANTLY, APPLY THIS KNOWLEDGE TO A REAL-WORLD SITUATION. CHAPTER
XXIX TEACHING OOP AND COP TECHNOLOGIES VIA GAMING 508 CHONG-WEI XU,
KENNESAW STATE UNIVERSITY, USA THIS CHAPTER INTRODUCES AN INNOVATIVE
PEDAGOGICAL METHOD FOR TEACHING OBJECT-ORIENTED PROGRAMMING (OOP) AND
COMPONENT-ORIENTED PROGRAMMING (COP) VIA GAMING. GOING THROUGH THE
EVOLUTION OF THE THREE-LAYER GAMING FRAMEWORK, WE C1EARLY ILLUSTRATE
THAT GAMING COVERS ALMOST ALL CORE FEATURES OFOOP AND COP TECHNOLOGIES.
TEACHING OOP AND COP TECHNOLOGIES VIA GAME DEVELOPMENT NOT ONLY ENGAGES
STUDENTS EFIORTS BUT ALSO OPENS AN OPPORTUNITY FOR INVOLVING STUDENTS
WITH INDUSTRY LEVEL PROJECTS AND ENHANCING STUDENTS' ABILITY TO
BRAIN-STORM AND SOLVE REAL-WORLD PROBLEMS. FURTHERMORE, GAMING MAY PLAY
AN IMPORTANT ROLE IN DEVELOPING OTHER APPLICATIONS ESPECIALLY THOSE THAT
FEATURE VISUALIZATION AND ANIMATION. CHAPTERXXX USING GAMES TO TEACH
DESIGN PATTERNS AND COMPUTER GRAPHICS 525 PO/LYANA NOTARGIACOMO MUSTARO,
UNIVERSIDADE PRESBITERIANA MACKENZIE, BRAZIL LUCIANO SILVA, UNIVERSIDADE
PRESBITERIANA MACKENZIE, BRAZIL ISMAR FRANGO SILVEIRA, UNIVERSIDADE
PRESBITERIANA MACKENZIE, BRAZIL THIS CHAPTER DISCUSSES SOME
POSSIBILITIES OF USING COMPUTER GAMES TO EFIECTIVELY REACH DIDACTIC
GOALS IN UNDERGRADUATE TEACHING. TWO CASE STUDIES WERE CONDUCTED. ONE OF
THEM FOCUSES DESIGN PATTERN CONTENTS IN A COMPUTER SCIENCE COURSE AND
THE OTHER SPOTLIGHTS COMPUTER GRAPHIE TOPICS IN AN INFOR- MATION
TECHNOLOGY COURSE. THE RESULTS GAINED IN THESE PROCESSES DEMONSTRATE THE
STUDENTS' INVOLVE- MENT IN THE PROPOSED ACTIVITIES AND THE CAPACITY TO
APPLY THE LESSONS LEARNED IN DIVERSE SITUATIONS. CHAPTER XXXI A 3D
ENVIRONMENT FOR EXPLORING AIGEBRAIC STRUCTURE AND BEHAVIOR 546 PAUL A.
FISHWICK, UNIVERSITY 0/ FLORIDA, USA YUNA A. PARK, UNIVERSITY 0/
FLORIDA, USA IN THIS CHAPTER, THE AUTHORS LEVERAGED THE INHERENT
MULTI-USER COLLABORATIVE BUILDING CAPABILITIES WITHIN SECOND LIFE TO
EXPLORE HOW SIMPLE ALGEBRA MANIPULATIONS CAN BE ACCOMPLISHED. RESULTS
SUGGEST THAT WHILE THE CURRENT TECHNOLOGY PRESENTS SOME KEY HUMAN
INTERFACE CHALLENGES INHER- ENT TO 3-D USER INTERFACES, MULTI-USER
ENVIRONMENTS CAN BE SUCCESSFULLY USED TO CONSTRUCT ALGEBRAIE EXPRESSIONS
IN WAYS NOT POSSIBLE WITH PRIOR TECHNOLOGIES. SPECIFICALLY, THESE
ENVIRONMENTS PROVIDE REAL-TIME DISTANCE COMMUNICATION, THE ABILITY FOR
MULTIPLE USERS TO COLLABORATE SPATIALLY TOWARD CREAT- ING AND
POSITIONING ALGEBRAIC COMPONENTS, SENSORY AND COGNITIVE IMMERSION, AND
THE POSSIBILITY OF PERSONALIZING REPRESENTATIONS IN WAYS NOT EASILY
ACCOMPLISHED WITH TWO-DIMENSIONAL ENVIRONMENTS. CHAPTER XXXII SURVIVING
THE GAME 560 LINDA VAN RYNEVELD, TSHWANE UNIVERSITY O/TECHNOLOGY, SOUTH
A/RICA RELATIVELY FEW STUDIES HAVE LOOKED AT THE POTENTIAL OF TECHNOLOGY
TO SUPPORT TRADITIONAL FACE-TO-FACE GAMES IN AN ONLINE EDUCATIONAL
ENVIRONMENT. WHILE SOME TRADITIONAL GAMES SUCH AS TIC-TAC-TOE, HANG-
MAN, MONOPOLY, AND CHESS HAVE BEEN PORTED OVER TO AN ELECTRONIC MEDIUM,
RELATIVELY LITDE THOUGHT HAS BEEN GIVEN TO PORTING GAMES WHERE
HUMAN-TO-HUMAN INTERACTION IS A CENTRAL COMPONENT. THIS CHAPTER REPORTS
ON THE USE OF A GAME IN AN ONLINE LEAMING MODULE THAT WAS PRESENTED TO
ADULT LEAMERS. IT SETS OUT TO EXPLORE THE COMPLEXITIES INVOLVED IN
TEACHING AND LEAMING IN AN ADULT ONLINE LEAMING COMMUNITY. SECTION IV
EDUCATIONAL GAMING RESEARCH TOOLS AND METHODS CHAPTER XXXIII WAG THE
KENNEL: GAMES, FRAMES, AND THE PROBLEM OF ASSESSMENT. 577 DAVID
WILLIAM SHAFFER, UNIVERSITY 0/ WISCONSIN - MADISON, USA THIS CHAPTER
EXAMINES THE RELATIONSHIP BETWEEN GAMES AND ASSESSMENT-AND MORE BROADLY
AT WHAT THAT TEILS US ABOUT THE RELATIONSHIP BETWEEN EDUCATIONAL REFORM
AND TECHNOLOGICAL CHANGE. RESEARCH ALREADY SHOWS THAT WITH THEIR ABILITY
TO PROVIDE RICH, COMPLEX, AND COMPELLING VIRTUAL WORLDS, WELL-DESIGNED
COM- PUTER GAMES CAN TEACH PLAYERS INNOVATIVE AND CREATIVE WAYS
OFTHINKING, DEEP UNDERSTANDING OFCOMPLEX ACADEMIC CONTENT, AND VALUABLE
FORMS OFREAL-WORLD SKILLS. BUT, IN THE END, EVEN EFFECTIVE GAMES CAN
ONLY TAKE STUDENTS AS FAR AS THE TESTS WILL LET THEM GO.LFWE WANT TO USE
GAMES TO PREPARE YOUNG PEOPLE FOR LIFE IN ACHANGING WORLD, WE NEED TO
CHANGE HOW WE THINK ABOUT ASSESSMENT FIRST. THE AUTHOR EXAMINES ONE WAY
TO THINK ABOUT ASSESSING THE DEVELOPMENT OF INNOVATIVE AND CREATIVE
THINKING THROUGH GAME PLAY. CHAPTER XXXIV CHARACTER ATTACHMENT IN GAMES
AS MODERATOR FOR LEAMING 593 MELISSA L. LEWIS, MICHIGAN STATE
UNIVERSITY, USA RENE WEBER, UNIVERSITY O/CALIFORNIA SANTA BARBARA, USA
THE ENTERTAINMENT EDUCATION PARADIGM (EEP) OFFERS A NEW WAY TO THINK
ABOUT EDUCATION BY BLENDING ENTERTAINING WITH EDUCATIONAL EXPERIENCES.
VIDEO GAMES PROVIDE AN EXCELLENT FORMAT FOR ENTERTAINMENT EDUCATION
BECAUSE OFBOTH THE PREVALENCE AND ENJOYMENT OFPLAYING VIDEO GAMES AND
THE WAYS IN WHICH INDIVIDUALS OF TODAY LEAM. ROLE-PLAYING GAMES ARE ONE
OF THE BETTER GAME GENRES FOR ENTERTAINMENT EDUCATION. THEY PROVIDE BOTH
HIGH LEVELS OF ENTERTAINMENT AND A STRONG CONNECTION BETWEEN PLAYER AND
GAME CHARACTERS (MODELS) WHICH LEAD TO AN INCREASE IN LEAMING. BASED ON
THE THEORIES OF PARA- SOCIAL INTERACTION, IDENTIFICATION, AND SOCIAL
LEAMING, THIS CHAPTER OFFERS A MEASUREMENT FOR CHARACTER ATTACHMENT AND
INTRODUCES THIS NEW CONSTRUCT AS A MODERATOR FOR LEAMING IN ROLE-PLAYING
VIDEO GAMES. CHAPTER XXXV VISUAL ANALYSIS OF AVATARS IN GAMING
ENVIRONMENTS 606 JOSEPH C. DIPIETRO, UNIVERSITY 0/ FLORIDA, USA ERIK W
BLACK, UNIVERSITY 0/ FLORIDA, USA A BEUER UNDERSTANDING OF VIRTUAL
CHARACTER AVATARS IS NEEDED IN ORDER TO EXPLORE THE UNDERLYING
PSYCHOLOGY THAT THE AVATAR REPRESENTS TO THE USER. IN ADDITION TO
PROVIDING AN OVERVIEW AND INTRODUCTION TO MASSIVE MULTI-PLAYER ONLINE
ROLE PLAYING GAMES (MMORPGS), THIS CHAPTER PROVIDES AN INTRODUCTION TO
VISUAL ETHNO- GRAPHIE ANALYSIS OF CHARACTER AVATARS IN VIDEO GAME
ENVIRONMENTS. THE CHAPTER DETAILS AN EXAMPLE OF MIXED METHODOLOGY FOR
CONDUCTING VISUAL ANALYSIS RESEARCH SPECIFIC TO LINDEN LAB'S SECOND LIFE
AND DETAILS SOME OFTHE METHODOLOGICAL CHALLENGES THAT RESEARCHERS WILL
ENCOUNTER WHEN ENGAGED IN THIS TYPE OF INVESTIGATION. CHAPTER XXXVI
INTERPRETING GAME-PLAY THROUGH EXISTENTIAL LUDOLOGY 621 MATTHEW THOMAS
PAYNE, UNIVERSITY OFTEXAS AT AUSTIN, USA THIS CHAPTER INTRODUCES AND
OPERATIONALIZES AN INNOVATIVE INTERPRETIVE STRATEGY CALLED
"EXISTENTIALLUDOLOGY" TO EXPLAIN HOW THE GAME-PLAY MECHANICS OFTWO
TACTICAL SHOOTER VIDEO GAMES EDUCATE GAMERS ON HOW TO PLAY MILITARILY.
BY EMPLOYING EXISTENTIALLUDOLOGY AS AN INTERPRETIVE TOOL, WE CAN
UNDERSTAND THESE MILITARY-BACKED GAMES FROM AN EXPERIENTIAL,
PLAYER-CENTRIC PERSPECTIVE, WHILE ALSO RECOGNIZING HOW THEIR SEEMINGLY
INNOC- UOUS GAME-PLAY IS LOCATED WITHIN, AND LINKED TO, LARGER NETWORKS
OF POWER. MOREOVER, EXISTENTIALLUDOLOGY'S FLEXIBILITY AS AN INTERPRETIVE
INSTRUMENT ENCOURAGES EDUCATORS TO RECOGNIZE THE EDUCATIONAL AFFORDANCES
OF POPULAR VIDEO GAMES SO THAT THEY MIGHT ADOPT THESE POPULAR MEDIA
ARTIFACTS FOR THEIR OWN PEDAGOGICAL ENDS. CHAPTER XXXVII ON CHOOSING
GAMES AND WHAT COUNTS AS A "GOOD" GAME 636 KATRIN BECKER, UNIVERSITY
OFCALGARY, CANADA JAMES R. PARKER, UNIVERSITY OF CALGARY, CANADA THIS
CHAPTER DISCUSSES THE GROWING IMPORTANCE OF APPLYING CONSIDERED
RATIONALES TO WHICH GAMES ARE CHOSEN FOR STUDY, WHETHER IT BE FOR
ETHNOGRAPHY, C1ASSROOM USE, OR ANYTHING ELSE. ABRIEF OVERVIEW OF HOW
GAMES ARE CURRENTLY CHOSEN FOR STUDY IS PRESENTED THROUGH A META
ANALYSIS OF STUDIES WITH GAMES THAT WERE PUBLISHED BETWEEN 2003 AND 2006
IN ORDER TO DEMONSTRATE THAT MOST PUBLISHED GAMES STUD- IES DO NOT
INCLUDE A SUPPORTED RATIONALE FOR THE GAMES CHOSEN. THE CHAPTER WILL
THEN PRESENT VARIOUS WAYS THAT GAME CHOICES CAN BE JUSTIFIED, AND
PROPOSE AND EXPLAIN A DATA FUSION TECHNIQUE THAT CAN BE APPLIED TO GAME
REVIEWS AND OTHER LISTS IN ORDER TO FACILITATE REPRESENTATIVE AND
DEFENSIBLE GAME CHOICES. CHAPTER XXXVIII DESCRIPTORS OFQUALITY TEACHERS
AND QUALITY DIGITAL GAMES 652 TEDDY MOLINE, UNIVERSITY OF ALBERTA,
CANADA QUALITY TEACHERS AND QUALITY DIGITAL GAMES (VIDEO AND COMPUTER)
ARE DYNAMIC RESOURCES THAT EXPERIENCE ONGOING CHANGES BASED PRIMARILY ON
THEIR INTERACTIONS WITH LEARNERS. CHARACTERISTICS OF THESE RESOURCES
HAVE BEEN, AND WILL CONTINUE TO BE RESEARCHED AND IDENTIFIED IN ORDER TO
DISCOVER WAYS TO IMPROVE STU- DENT LEARNING. THIS CHAPTER USES THE
DESCRIPTORS OF ONE OFTHESE RESOURCES, QUALITY TEACHERS, TO IIIUSTRATE
HOW THE SAME CHARACTERISTICS ARE INTEGRAL TO EFFECTIVE DIGITAL GAMES. BY
USING THE DESCRIPTORS OF QUALITY TEACHERS TO EVALUATE DIGITAL GAMES,
EDUCATORS WILL GAIN A BEUER UNDERSTANDING OF WHY DIGITAL GAMES ARE
EFFECTIVE LEAMING TOOLS. SECTION V THE PSYCHOLOGICAL IMPACT
OFEDUCATIONAL GAMING (PART 1): COGNITION, LEARNING, PLAY, AND IDENTITY
CHAPTER XXXIX DESIGNING A COMPUTATIONAL MODEL OFLEARNING 671 DAVID
GIBSON, CURVESHIFT, INC., USA THIS CHAPTER USES A FOUR-PART FRAMEWORK
OFKNOWLEDGE, LEARNER, ASSESSMENT AND COMMUNITY TO DISCUSS DESIGN
CONSIDERATIONS FOR BUILDING A COMPUTATIONAL MODEL OFLEARNING. A TEACHING
SIMULATION--SIMSCHOOL-HELPS ILLUSTRATE SELECTED PSYCHOLOGICAL, PHYSICAL,
AND COGNITIVE MODELS AND HOW INTELLIGENCE CAN BE REPRESENTED IN SOFTWARE
AGENTS. THE DESIGN DISCUSSION INCLUDES EVOLUTIONARY PERSPECTIVES ON
ARTIFICIAL INTELLIGENCE AND THE ROLE OFTHE CONCEPTUAL ASSESSMENT
FRAMEWORK FOR AUTOMATING FEEDBACK TO THE SIMULATION USER. THE PURPOSE OF
THE CHAPTER IS TO INTEGRATE A NUMBER OFTHEORIES INTO A DESIGN FRAMEWORK
FOR A COMPUTATIONAL MODEL OFLEARNING. CHAPTERXL SOCIAL PSYCHOLOGY AND
MASSIVELY MULTIPLAYER ONLINE LEAMING GAMES 702 CLINT BOWERS, UNIVERSITY
O/CENTRAL FLORIDA, USA PETER A. SMITH, UNIVERSITY 0/ CENTRAL FLORIDA,
USA JAN CANNON-BOWERS, UNIVERSITY O/CENTRAL FLORIDA, USA THE USE OF
COMPUTER GAMES AND ESPECIALLY ONLINE GAMES FOR EDUCATIONAL PURPOSES IS
GROWING IN POPULARITY. THIS CHAPTER SUMMARIZES FINDINGS FROM THE AREA OF
SOCIAL PSYCHOLOGY AS A BASIS TO FORM PROPOSITIONS, GUIDE- LINES, AND
RESEARCH QUESTIONS THAT WILL HELP DEVELOP EFFECTIVE MULTI-PLAYER
ENVIRONMENTS FOR LEARNING. THE AUTHORS ARE PARTICULARLY INTERESTED IN
HOW TO FOSTER COLLABORATIVE LEARNING IN MULTI-PLAYER ENVIRONMENTS BY EX-
PLOITING THE NATURALLY OCCURRING STRUCTURES AND FEATURES OF POPULAR
MASSIVELY MULTI-PLAYER GAMES. THEY OFFER EXAMPLES OFHOW THESE FEATURES
CAN BE USED TO SUPPORT LEARNING AND HIGHLIGHT AREAS IN NEED OFFUTURE
RESEARCH. CHAPTERXLI EVALUATING AND MANAGING COGNITIVE LOAD IN GAMES 719
SLAVA KALYUGA, UNIVERSILY 0/ NEW SOUTH WALES, AUSTRALIA JAN L. PLASS,
NEW YORK UNIVERSITY, USA THE CHAPTER DESCRIBES DIFFERENT TYPES AND
SOURCES OF COGNITIVE LOAD AND THE SPECIFIC DEMANDS OF GAMES ON COGNITIVE
RESOURCES. IT OUTLINES INFORMATION PRESENTATION DESIGN METHODS FOR
DEALING WITH POTENTIAL COGNI- TIVE OVERLOAD, AND PRESENTS SOME
TECHNIQUES (SUBJECTIVE RATING SCALES, DUAL-TASK TECHNIQUES, AND CONCUR-
RENT VERBAL PROTOCOLS) THAT COULD BE USED FOR EVALUATING COGNITIVE LOAD
IN ELECTRONIC GAMING IN EDUCATION. CHAPTER XLII SELF-REGULATED LEARNING
IN VIDEO GAME ENVIRONMENTS 738 NICK ZAP, SIMON FRASER UNIVERSITY, CANADA
JIL/IANNE CODE, SIMON FRASER UNIVERSITY, CANADA THE PSYCHOLOGICAL
FACTORS THAT PRODUCE SELF-REGULATED LEAMING ARE EXPLORED AS THEY RELATE
TO A PLAYER'S INTENTIONALITY, INTEREST, APTITUDE, MOTIVATION,
GOAL-SETTING, AND AFFECT WHILE PLAYING GAMES. A DISCUS- SION OF VIDEO
GAMES AS AUTHENTIE LEARNING ENVIRONMENTS LOOKS AT THE ROLES OF
STUDENT-INITIATED LEARN- ING IN AUTHENTIE CONTEXTS AND SPECIFIC DESIGN
STRATEGIES ARE OUTLINED. PRACTICAL LEARNING STRATEGIES THAT PROMOTE SRL
ARE PRESENTED TO FACILITATE THE USE OF CONSCIOUS SELF-REGULATORY SKILLS
THAT STUDENTS CAN IMPLEMENT IN THESE AUTHENTIE LEARNING ENVIRONMENTS.
THIS CHAPTER OPENS THE DISCUSSION OF THE ROLE OF SELF-REGULATED LEARNING
IN VIDEO GAME ENVIRONMENTS AND ITS IMPACT IN THE FIELD OF EDUCATIONAL
GAMING. CHAPTER XLIII (SELF-) EDUCATIONAL EFFECTS OFCOMPUTER GAMING
CULTURES 757 JOHANNES FROMME, UNIVERSITY 0/ MAGDEBURG, GERMANY BENJAMIN
JOERISSEN, UNIVERSITY 0/ MAGDEBURG, GERMANY ALEXANDER UNGER, UNIVERSITY
0/ MAGDEBURG, GERMANY THE GOAL OF THIS CHAPTER IS TO EMPHASIZE A CERTAIN
NOTION OF SELF-INDUCED EDUCATION, TO DISCUSS IT IN THE CONTEXT OF
DIGITAL GAMES AND TO PROVIDE THE MEANS FOR ASSESSING DIGITAL GAMES AS
WEIL AS TO GIVE HINTS ON THEIR EDUCATIONAL USE. IN THE FIRST SECTION,
THE CONCEPT OF "SELF-EDUCATION" IS INTRODUCED AND DISTINGUISHED AGAINST
LESS COMPLEX LEARNING PHENOMENA. THE SECOND SECTION DISCUSSES AND
ANALYZES THE DIFFERENT LAYERS OF "EDUCATIONAL SPACE" INHERENT TO GAMING
SOFTWARE, PROVIDING THE ANALYTICAL MEANS FOR THE FURTHER SECTIONS. THE
THIRD SECTION PRESENTS AND ANALYZES EDUCATIONAL ASPECTS OF SINGLE-
PLAYER GAMES, WHILE THE FOURTH SECTION ADDS THE SOCIO-CULTURAL IMPACTS
IMPLIED IN MULTI-PLAYER COM- MUNITIES. IN CONCLUSION, A SYNOPSIS IS
GIVEN, WHICH SUMS UP THE MAIN EDUCATIONAL DIMENSIONS AND CONNECTS THEM
TO ASPECTS AND ANALYTICAL CRITERIA, ALLOWING A PEDAGOGICAL ASSESSMENT OF
DIGITAL GAMES. CHAPTER XLIV EXPERIENCE, COGNITION AND VIDEO GAME PLAY
776 MEREDITH DIPIETRO, UNIVERSITY 0/ FLORIDA, USA DRAWING SUPPORT FROM
THE FIELD OF EXPERTISE, THE RESEARCH PRESENTED IN THIS CHAPTER LOOKS AT
AND COM- PARES THE PROCESSES USED BY VIDEO GAME PLAYERS BASED ON THEIR
LEVEL OF EXPERIENCE. RESULTS FROM THIS STUDY ADD TO THE UNDERSTANDING OF
THE RELATIONSHIP BETWEEN EXPERIENCE, COGNITION, AND LEARNING FROM VIDEO
GAME PLAY. THE RESULTS OF THIS RESEARCH ALSO HAVE IMPIICATIONS FOR
EDUCATIONAL GAME DESIGN AND THE PEDAGOGICAL TECHNIQUES USED TO MAKE
EFFECTIVE LEARNING OPPORTUNITIES AVAILABLE TO ALL LEARNERS. CHAPTERXLV
INTERTEXTUAIITY IN MASSIVELY MULTI-PLAYER ONIINE GAMES 791 P. G.
SCHRADER, UNIVERSITY O/NEVADA, LAS VEGAS, USA KIMBERLY A. LAWLESS,
UNIVERSITY 0/ ILLINOIS, CHICAGO, USA MICHAEL MCCREERY, UNIVERSITY 0/
NEVADA, LAS VEGAS, USA THIS CHAPTER DESCRIBES THE MANNER IN WHICH GAMERS
ENGAGE IN MULTIPLE TEXT COMPREHENSION AND INTERTEXTUAL PRACTICES WITHIN
THE CONTEXT OFTHE WORLD OFWARCRAFT (WOW). IT DESCRIBES THE NATURE OF AND
ISSUES ASSOCIAT- ED WITH MULTIPLE TEXT COMPREHENSION IN A
KNOWLEDGE-BASED SOCIETY, INTERTEXTUALITY AS IT RELATES TO MASSIVELY
MULTI-PLAYER ONLINE GAMES, AND GROUNDS THIS DISCUSSION IN SURVEY RESULTS
FROM 745 WOW PLAYERS. THE AU- THORS HOPE THAT THE CHAPTER WILL PROVIDE
VALUABLE INSIGHTS INTO THE DEVELOPMENT AND APPLICATION OF THE 21 ST
CENTURY SKILLS AND HELP DIRECT THE DESIGN OFFUTURE GAMES AND THE
IMPLEMENTATION OF GAMES IN EDUCATION. CHAPTER XLVI DEVELOPMENT,
IDENTITY, AND GAME-BASED LEARNING 808 YAM SAN CHEE, NANYANG
TECHNOLOGICAL UNIVERSITY, SINGAPORE KENNETH Y. T. LIM, NANYANG
TECHNOLOGICAL UNIVERSITY, SINGAPORE THIS CHAPTER CONSIDERS THE USE OF
COMPUTER GAMES TO HELP STUDENTS CONSTRUCT THEIR PERSONAL IDEN- TITY AND
DEVELOP DISPOSITIONS THAT BECOME ACTIVE AND RESPONSIBLE CITIZENSHIP. IT
ARGUES THAT THE CONSTRUCTION OF IDENTITY REQUIRES BOTH PERFORMATIVE AND
NARRATIVE COMPONENTS AND THAT THESE ELE- MENTS CAN BE REALIZED IN A
LEAMING ENVIRONMENT THAT AFFORDS STUDENTS THE OPPORTUNITY TO ENGAGE IN A
DIALECTIC INTERPLAY BETWEEN ROLE PLAYING IN AGAME WORLD AND DIALOGIC
INTERACTION OUTSIDE OF THE GAME WORLD. RESEARCH FINDINGS FROM AN INITIAL
DATA SET SHOWING HOW STUDENTS' PROJECT THEIR IDENTITIES ONTO IN-GAME
CHARACTERS ARE SHARED. THE FINDINGS SUGGEST THAT ROLE PLAYING IN
COMPUTER GAMES CAN BE EFFECTIVE IN FOSTERING ATTITUDES, VALUES, AND
BELIEFS DESIRED OF CITIZENSHIP EDUCATION. CHAPTER XLVII PLAY STYLES AND
LEARNING 826 CARRIE HEETER, MICHIGAN STATE UNIVERSITY, USA THIS CHAPTER
REVIEWS PLAYER TYPES FOUND IN COMMERCIAL MMOS AND EDUCATIONAL GAMES AND
A PALETTE OF PLAY STYLES AND LEARNING IS PROPOSED FROM WHICH GAME
DESIGNERS AND EDUCATORS CAN MORE EASILY IMAGINE (OR PERHAPS "PAINT")
THEIR TARGET AUDIENCE. TWO STUDIES SHOW HOW THE PALETTE MIGHT BE
APPLIED. STUDY LEXAMINES THE IMPACT OF DIFFERENT IN-GAME REWARD SCHEMAS
ON PLAYER TYPES. STUDY 2 COMPARES C1ASSROOM PLAY WITH ONE CHILD PER
COMPUTER VERSUS PAIRED PLAY OF THE SAME EDUCATIONAL GAME. LEARN- ING
STYLES RELEVANT TO EDUCATIONAL GAME DESIGN AND CLASSROOM USE ARE
DESCRIBED, INCLUDING INTRINSIC AND EXTRINSIC ACHIEVEMENT ORIENTATION,
MOTIVATION, INDIVIDUAL TRAITS, AND COMPETITION AND OTHER SOCIAL FACTORS.
CHAPTER XLVIII PLAYING ROLES IN THE MMORPG KINGDOM OFLOATHING 847 MARTIN
OLIVER, LONDON KNOWLEDGE LAB, INSTITUTE 0/ EDUCATION, UK THIS CHAPTER
EXPLORES THE ROLES PLAYERS CREATED, AND HOW THESE STRUCTURED THEIR
ONLINE RELATION- SHIPS, IN AN ONLINE MASSIVELY MULTI-PLAYER ROLE-PLAYING
GAME, KINGDOM OF LOATHING-A LOW-TECH BROWSER-BASED GAME WITH A
SATIRICAL, HUMOROUS STYLE. THIS EXPLORATION SHOWS THAT CLASSIFICA- TIONS
OF PLAYERS ARE AN OVER-SIMPLIFICATION. INSTEAD, THE C1ASSIFICATION
SHOULD APPLY TO EXAMPLES OF PLAY-NOT LEAST BECAUSE THE GAME ITSELF WAS
NOT "FIXED" BUT WAS CONSTANTLY RE-DESIGNED IN RESPONSE TO PLAY. THIS HAS
IMPLICATIONS FOR RESEARCH METHODOLOGY, BUT ALSO FOR THE (ONGOING) DESIGN
OF GAMES. CHAPTER XLIX EXPLORING PERSONAL MYTHS FROM THE SIMS 862 VASA
BURAPHADEJA, UNIVERSITY 0/ FLORIDA, USA KARA DAWSON, UNIVERSITY 0/
FLORIDA, USA THIS STUDY HYPOTHESIZED THAT NARRATIVES TOLD BY GAME
PLAYERS MAY BE SIMILAR TO NARRATIVES TOLD IN REALLIFE AND EXPLORES 66
SIMS NARRATIVES. RESULTS SUGGEST THAT MOST PEOPLE WHO PLAY THE SIMS DO
NOT NATURALLY ADHERE TO THE CRITERIA OF A GOOD MYTH WHEN DEVELOPING
THEIR NARRATIVE, HOWEVER, OVER HALFTHE NARRATIVES MET SOME OFTHE
CRITERIA. OUR RESULTS SUGGEST THAT THE SIMS HAS THE POTENTIAL TO SERVE
AS A NARRATIVE STUDIO FOR PERSONAL MYTH DEVELOPMENT BUT THAT SOME KIND
OF INTERVENTION OR SCAFFOLDING MAY NEED TO BE PROVIDED. THE CONCEPT
OFPSYCHOSOCIAL MORATORIUM IS SUGGESTED AS ONE POSSIBLE STRATEGY
PROFESSIONALS IN MULTIPLE DISCIPLINES MAY USE TO PROMOTE THE SIMS AS A
NARRATIVE STUDIO FOR MYTH DEVELOPMENT. SECTION VI THE PSYCHOLOGICAL
IMPACT OF EDUCATIONAL GAMING (PART 2): VIOLENCE, EMOTION, RACE, GENDER,
AND CULTURE CHAPTERL LEARNING PROCESSES AND VIOLENT VIDEO GAMES 876
EDWARD L. SWING, FOWA STATE UNIVERSITY, USA DOUGLAS A. GENTILE, FOWA
STATE UNIVERSITY, USA CRAIG A. ANDERSON, FOWA STATE UNIVERSITY, USA
THOUGH VIDEO GAMES CAN PRODUCE DESIRABLE LEARNING OUTCOMES, SUCH AS
IMPROVED PERFORMANCE IN SCHOOL SUBJECTS, THEY ALSO CAN PRODUCE
UNDESIRABLE OUTCOMES, SUCH AS INCREASED AGGRESSION. SOME OFTHE BASIC
LEARNING PRINCIPLES THAT MAKE VIDEO GAMES (PARTICULARLY VIOLENT VIDEO
GAMES) EFFECTIVE AT TEACHING ARE DISCUSSED IN THIS CHAPTER. A GENERAL
LEARNING MODEL IS PRESENTED TO EXPLAIN HOW VIDEO GAMES CAN PRO- DUCE A
VARIETY OF EFFECTS IN THEIR USERS. THIS MODEL EXPLAINS BOTH THE
IMMEDIATE, SHORT-TERM EFFECTS AND CUMULATIVE, LONG-TERM EFFECTS OFVIDEO
GAMES.LMPLICATIONS OFTHESE PRINCIPLES ARE DISCUSSED IN RELATION TO
EDUCATION. THE ISSUE OF ADDRESSING VIOLENT VIDEO GAMES' EFFECTS ON
AGGRESSION IS ALSO EXAMINED. CHAPTER LI HARNESSING THE EMOTIONAL
POTENTIAL OF VIDEO GAMES 893 PATRIEK FELICIA, UNIVERSITY COLLEGE CORK,
FRELAND FAN PITT, UNIVERSITY COLLEGE CORK, FRELAND THIS CHAPTER EXPLAINS
THE IMPORTANCE OF ACKNOWLEDGING USERS' PERSONALITIES, LEARNING STYLES,
AND EMOTIONS IN THE DESIGN OF EDUCATIONAL GAMES. LT ARGUES THAT THE
APPLICATION OF EDUCATIONAL THEORIES COMBINED WITH KNOWLEDGE OF SUBJECTS'
PERSONALITY TRAITS AND AN INCREASED EMOTIONAL DEPTH OFFER A SUBSTANTIVE
APPROACH TO UNDERSTAND AND IMPROVE THE NATURE OFLEARNING IN EDUCATIONAL
GAMES. THE AUTHORS HOPE THAT UNDERSTANDING THE UNDERLYING MOTIVATION AND
BEHAVIORS OFLEAMERS THROUGH THE USE OF PERSONALITY PROFILES WILL NOT
ONLY INFORM RESEARCHERS OF A BETTER DESIGN OF EDUCATIONAL GAMES, BUT
ALSO ASSIST IN UNDERSTANDING THE INTRICATE RELATIONSHIP BETWEEN GAME
DESIGN, INSTRUCTIONAL DESIGN, AND USERS' PERSONALITY AT BOTH COGNITIVE
AND EMOTIONAL LEVELS. CHAPTER LU GAMERS, GENDER, AND REPRESENTATION 911
DIANE CARR, UNIVERSITY 0/ LONDON, UK CAROLINE PELLETIER, UNIVERSITY 0/
LONDON, UK THE ISSUE OF GENDER REOCCURS IN DEBATES ABOUT THE
INTRODUCTION OF COMPUTER GAMES INTO FORMALLEAMING CONTEXTS. THERE IS A
FEAR THAT GIRLS WILL BE ALIENATED RATHER THAN ENGAGED BY GAMES IN THE
CLASSROOM. THERE IS ALSO CONCEM OVER SEXIST IMAGERY, AND THUS ABOUT
REPRESENTATIONAL ASPECTS OF COMPUTER GAMES. IN THIS CHAPTER, PARTICULAR
ASPECTS OFTHESE ISSUES ARE ADDRESSED IN TURN. THE AUTHORS EXPLORE THE
ISSUE OF GEN DER AND GENDERED GAME PREFERENCES, IN RELATION TO THE
CULTURAL FRAMING OF THE GAMING AUDIENCE. ATTENTION IS THEN DIRECTED AT
THE ISSUE OF REPRESENTATION, WITH A CONSIDERATION OF THE TENSIONS
BETWEEN REPRESENTA- TION, MEANING, AND PLAYABILITY. THESE ISSUES ARE
CONSIDERED PRIMARILY THROUGH PERSPECTIVES DRAWN FROM MEDIA STUDIES, AND
WITH REFERENCE TO RECENT WORK FROM THE EMERGING FIELD OF COMPUTER GAME
STUDIES. CHAPTER LUI GENDER AND RACIAL STEREOTYPES IN POPULAR VIDEO
GAMES 922 YI MOU, CAMBRIDGE, MA, USA WEI PENG, MICHIGAN STATE
UNIVERSITY, USA WHILE THE VIOLENT CONTENT OFVIDEO GAMES HAS CAUSED WIDE
CONCERN AMONG SCHOLARS, GENDER AND RACIAL STEREOTYPES IN VIDEO GAMES ARE
STILL AN UNDERSTUDIED AREA. THE PURPOSE OFTHIS CHAPTER IS TO PROVIDE A
BETTER UNDERSTANDING OFTHE STEREOTYPICAL PHENOMENON IN VIDEO GAMES. THE
BOOK CHAPTER FIRST PROVIDES A COM- PREHENSIVE REVIEW OFPREVIOUS STUDIES
CONDUCTED UPON GENDER-ROLE AND RACIAL PORTRAYALS IN VIDEO GAMES. THEN A
SMALL-SCALE CONTENT ANALYSIS ON A SAMPIE OF OFFICIAL TRAILERS,
INTRODUCTORY SEQUENCES, AND COVERS OF 19 MOST POPULAR VIDEO GAMES IS
INTRODUCED. FINALLY, THE IMPLICATIONS OF STEREOTYPE IN VIDEO GAMES AND
THE POSSIBLE SOCIAL AND PSYCHOLOGICAL IMPACTS ON PLAYERS, ESPECIALLY
ADOLESCENT PLAYERS, ARE DISCUSSED. CHAPTERLIV CAN THE SUBALTERN PLAY AND
SPEAK OR JUST BE PLAYED WITH? 938 DAVID J. LEONARD, WASHINGTON STATE
UNIVERSITY, USA THIS CHAPTER EXAMINES AND RESPONDS TO THE SILENCING,
RESISTANCE TO ANY INTRUSION OF QUESTIONS ABOUT RACE AND RACISM, AND
OVERALL ERASURE OF RACE FROM THE DEBATES AND BROADER DISCOURSE
CONCERNING VIDEO GAME CULTURE. IT NOT ONLY PROVIDES INSIGHT INTO THE
NATURE AND LOGICS GUIDING CLAIMS OF COL ORBLINDNESS, BUT ALSO CONNECTS
THE IDEOLOGIES AND CULTURE OF DENIAL TO THE BROADER RACIAL DISCOURSE OF
POST-CIVIL RIGHTS AMERICA. HOPING TO INSPIRE DEBATE AND TRANSFORMATIVE
KNOWLEDGE SHARING, THIS CHAPTER ADDITIONALLY OFFERS A TEXTUALLY-BASED
RACIAL ANALYSIS OF OUTLAW VOLLEYBALL AS AN EXAMPLE OF THE TYPE OF
CRITICAL EXAMINATION REQUIRED TO MOVE BEYOND A CULTURE THAT OFTEN
REDUCES BODIES AND VOICES OF PEOPLE OF COLOR TO OBJECTS OF GAZE,
RIDICULE, AND CONSUMPTION WHILE DENYING ANY SORT OF CRITICISM AND
QUESTIONS REGARDING THE RACIAL MEANING AND TEXTS EVIDENT WITHIN MUCH
OFTODAY'S GAMING. CHAPTERLV CULTURALLY RESPONSIVE GAMES AND SIMULATIONS
956 COLLEEN SWAIN, UNIVERSITY 0/ FLORIDA, USA ELECTRONIC GAMES AND
SIMULATIONS ARE POWERFIILLEAMING TOOLS FOR MANY LEARNERS; YET, THE
LEAMING ENVI- RONMENTS IN THESE GAMES AND SIMULATIONS FREQUENTLY
REPRESENT KNOWLEDGE AND EXPERIENCES FROM A SINGLE DOMINANT CULTURE
PERSPECTIVE-A WHITE, MIDDLE- TO UPPER-CLASS PERSPECTIVE. THIS CHAPTER
INTRODUCES THE READER TO THE CONNECTION BETWEEN CULTURE AND LEAMING AND
USING CULTURALLY RESPONSIVE TEACHING STRATEGIES AS A METHOD OF EXPANDING
THE EFFECTIVENESS OF ELECTRONIC GAMES AND SIMULATIONS TO ALLLEARNERS.
READERS ARE EXPOSED TO MAJOR TENETS OF CULTURALLY RESPONSIVE INSTRUCTION
AND HOW SPECIFIC INSTRUCTIONAL STRATEGIES THAT EMBRACE THESE PRINCIPLES
CAN EFFECTIVELY BE INCORPORATED INTO EDUCATIONAL GAMES AND SIMULATIONS.
CHAPTERLVI SAVING WORLDS WITH VIDEOGAME ACTIVISM 970 ROBERT JONES, NEW
YORK UNIVERSITY, USA TO DEMONSTRATE PRECISELY HOW PROCEDURAL RHETORIC
WORKS THROUGH VIDEO GAME TECHNOLOGIES, THIS CHAPTER PRESENTS ADEFINITION
FOR VIDEO GAME ACTIVISM AS WEH AS THREE DISTINCT MODES: ORIGINAL DESIGN,
ENGINE APPROPRIATION, AND MACHINIMA. USING THREE RECENT CASE STUDIES,
THE CHAPTER SUGGESTS SOME OFTHE IMPLI- CATIONS FOR EDUCATORS AND WHY
THEY SHOULD TAKE VIDEO GAMES SERIOUSLY AS MEANS OFPOLITICAL EXPRESSION
WHEN TEACHING STUDENTS ABOUT CIVIC DUTY. VOLUME 111 SECTION VII
EDUCATIONAL GAME DESIGN CHAPTER LVII CONCEPTUAL PLAY SPACES " 989 SASHA
A. BARAB, INDIANA UNIVERSITY SCHOOL OF EDUCATION, USA ADAM INGRAM-GOBLE,
CENTER FOR RESEARCH ON LEARNING AND TECHNOLOGY, USA SCOTT WARREN,
UNIVERSITY OFNORTH TEXAS, USA THIS CHAPTER PROVIDES A FRAMEWORK FOR
DESIGNING PLAY SPACES TO SUPPORT LEAMING ACADEMIC CONTENT. THE AUTHORS
PROVIDE FOUR ELEMENTS THAT ONE MUST BALANCE WHEN DESIGNING A CONCEPTUAL
PLAY SPACE TO SUPPORT THE LEAMING OF DISCIPLINARY CONTENT; MORE
SPECIFICAHY, ENSURING THE LEAMING OF ACADEMIC CONTENT AND SUPPORTING
LEGITIMATE PARTICIPATION WHILE, CONCURRENTLY ENSURING INTERACTION WITH
GAMING RULES AND EN- GAGEMENT WITH THE FRAMING NARRATIVES THROUGH WHICH
THE PLAY TAKES ON MEANING. THE GOALOFTHIS WORK IS TO COMMUNICATE THE
POTENTIAL VALUE OF PLAY SPACES AND TO PROVIDE AN ILLUMINATIVE SET OF
CASES FOR OTHERS. CHAPTER LVIII THE DESIGN, PLAY, AND EXPERIENCE
FRAMEWORK 1010 BRIAN M WINN, MICHIGAN STATE UNIVERSITY, USA THIS CHAPTER
INTRODUCES A FRAMEWORK FOR THE DESIGN OF SERIOUS GAMES FOR LEAMING,
CALLED THE DESIGN, PLAY, AND EXPERIENCE FRAMEWORK. THE AUTHOR ARGUES
THAT THE GREAT POTENTIAL OF SERIOUS GAMES WILL NOT BE REALIZED WITHOUT A
FORMAL DESIGN APPROACH. TO THAT END, THE AUTHOR PRESENTS AND THOROUGHLY
EXPLAINS THE DESIGN, PLAY, AND EXPERIENCE FRAMEWORK WHICH PROVIDES A
FORMAL APPROACH TO DESIGNING THE LEAMING, STORYTELLING, GAME PLAY, USER
EXPERIENCE, AND TECHNOLOGY COMPONENTS OF A SERIOUS GAME. THE AUTHOR
CONCLUDES BY DETAILING HOW THE FRAMEWORK PROVIDES A COMMON LANGUAGE TO
DISCUSS SERIOUS GAME DESIGN, A METHODOLOGY TO ANALYZE A DESIGN, AND A
PROCESS TO DESIGN A SERIOUS GAME FOR LEAMING. CHAPTERLIX REVEALING NEW
HIDDEN CURRICULUM AND PEDAGOGY OFDIGITAL GAMES 1025 YOUNGKYUN BAEK,
KOREA NATIONAL UNIVERSITY OF EDUCATION, REPUBLIC OF KOREA THIS CHAPTER
EXAMINES HIDDEN CURRICULA AND PEDAGOGY OF DIGITAL GAMES IN ORDER TO
CLARITY THEIR EDUCA- TIONAL MEANING AND IMPORTANCE. THE EXPERIENCES
WHICH PLAYERS GET FROM THE INHERENT IDEOLOGY OF DIGI- TAL GAMES WAS
CATEGORIZED INTO FOUR AREAS: FANTASY, IMMERSION, REPRESENTATION, AND
IDENTIFICATION, AND MAKING SENSE OFTHE GAME'S SYSTEM OR MODEL. THESE
HIDDEN CURRICULA ARE IMPORTANT FOR LEARNING-GAME DESIGNERS TO CONSIDER
IN THAT THEY ARE INTERNALIZED SUBCONSCIOUSLY. ALSO THESE HIDDEN ASPECTS
OF GAMES ARE IMPORTANT FOR TEACHERS TO HELP MOTIVATE PLAYERS FOR
LEARNING, TO FACILITATE SELF-DIRECTED PLAYING AND LEARNING, TO IMPROVE
GENDER SENSITIVITY, AND TO HELP WITH THE TRANSFER OFKNOWLEDGE FROM GAMES
TO REALLIFE. CHAPTERLX GAME DESIGN AS A COMPELLING EXPERIENCE 1041 WEI
QIU, MICHIGAN STATE UNIVERSITY, USA YONG ZHAO, MICHIGAN STATE
UNIVERSITY, USA THIS STUDY EXPLORED THE NATURE AND DESIGN OF A
COMPELLING EXPERIENCE: GAME DESIGN. THIRTY-SIX COLLEGE JUNIORS IN THE
SOFTWARE ENGINEERING MAJOR PARTICIPATED IN A SEMESTER-IONG PROJECT TO
DESIGN GAMES FOR CHINESE LANGUAGE LEARNING. THE PROJECT WAS DESIGNED TO
HELP ENGINEERING STUDENTS UNDERSTAND EDU- CATIONAL AND OTHER ISSUES IN
DESIGNING EDUCATIONAL GAMES. RESULTS SHOW THAT GAME DESIGN EXPANDED
STUDENTS' PERCEPTIVE CAPACITY; ENHANCED THEIR SUBJECT-MATTER
UNDERSTANDING, PROBLEM-SOLVING SKILLS, META-IEARNING ABILITY AND
MOTIVATION; AND FACILITATED STUDENTS' REFLECTION ON THEMSELVES AS WEIL
AS THEIR ENVIRONMENTS. FACTORS ARE DISCUSSED TO MAKE A GAME DESIGN
LEARNING EXPERIENCE COMPELLING. CHAPTERLXI GAMING ETHICS, RULES,
ETIQUETTE, AND LEARNING 1057 LAURIE N TAYLOR, UNIVERSITY 0/ FLORIDA, USA
THIS CHAPTER EXPLAINS THE SIGNIFICANCE OF INFORMAL AND UNWRITTEN MIES IN
ORDER TO SHOW THE CONNECTIONS AMONG FORMAL MIES OF PLAY, FORMALIZED
LEARNING, INFORMAL AND UNWRITTEN MIES, AND COLLATERALLEARNING. IT ARGUES
THAT COMPUTER GAMING'S MIES OFPLAY INCLUDE THE FORMAL MIES BY WHICH
GAMES ARE PLAYED AND THE INFORMAL AND UNWRITTEN MIES WITHIN THE MAGIE
CIRCLE OFPLAY WHERE THE GAMES ARE PLAYED. TOO OFTEN GAMES ARE REDUCED TO
THEIR FORMAL MIES OF PLAY AND THE COLLATERALLEARNING FOSTERED BY THE
REALM OF PLAY IS NEGLECTED. BY EXAMINING UNWRITTEN MIES, THIS CHAPTER
ALSO CONNECTS TO AND INFORMS OTHER AREAS THAT RELY PRIMARILY ON FORMAL
RULES, INCLUDING EDUCATIONAL GAMING. CHAPTER LXII DESIGNING GAMES-BASED
EMBEDDED AUTHENTIC LEARNING EXPERIENCES 1068 PENNY DE BYL, UNIVERSITY
O/SOUTHERN QUEENSLAND, AUSTRALIA THIS CHAPTER PRESENTS THE EMBEDDED
AUTHENTIC SERIOUS GAME-BASED LEARNING EXPERIENCES (EASLE) ARCHI- TECTURE
WHICH HAS BEEN DEVELOPED TO ASSIST IN THE DEFINITION OF GAME-BASED
APPLICATIONS. THE MOTIVATION BEHIND THE DESIGN OFEASLE IS TO KEEP GAME
SPECIFICATIONS AS SIMPLE AND FOCUSED AS POSSIBLE FOR EDUCATORS
ATTEMPTING TO CREATE SERIOUS GAMES AS CURRENT AVAILABLE GAME DESIGN
METHODOLOGIES AND TEMPLATES ARE COM- PLEX AND EXTENSIVE. FURTHERMORE, IT
IS ARGUED THAT GAMES CREATED WITH EASLE REDUCE THE AMOUNT OF GAME
DEVELOPMENT WORK TO BE DONE BY THE EDUCATOR ALLOWING FOR DEEPER
COLLABORATION BETWEEN STUDENTS. TOWARDS THE END OFTHIS CHAPTER AGAME
DEVELOPED WITH EASLE WHICH TOOK TWO WEEKS TO COMPLETE IS PRESENTED.
CHAPTER LXIII BRIDGING GAME DEVELOPMENT AND INSTRUCTIONAL DESIGN 1088
JAMES BELANICH, US. ARMY RESEARCH INSTITUTE FOR THE BEHAVIORAL AND SODAL
SDENCES, USA KARIN A. ORVIS, OLD DOMINION UNIVERSITY, USA DANIEL B.
HORN, US. ARMY RESEARCH INSTITUTEFOR THE BEHAVIORAL AND SODAL SDENCES,
USA JENNIFER L. SOLBERG, US. ARMY RESEARCH INSTITUTE FOR THE BEHAVIORAL
AND SODAL SCIENCES, USA INSTRUCTIONAL VIDEO GAME DEVELOPMENT IS
OCCURRING IN BOTH THE COMMERCIAL GAME DEVELOPMENT AND THE INSTRUCTIONAL
DESIGN/DEVELOPMENT COMMUNITIES, BUT REGULARLY IN ISOLATION FROM ONE
ANOTHER. THIS CHAPTER ELUCIDATES THE COMMONALITIES AND DIFFERENCES IN
THE DEVELOPMENT GOALS AND APPROACHES OFTHESE COMMU- NITIES AND DISCUSSES
HOW BEST PRACTICES OF EACH COMMUNITY SHOULD BE BLENDED FOR OPTIMAL
INSTRUCTIONAL VIDEOGAME DESIGN. THIS CHAPTER ALSO INCLUDES RELEVANT
EXPERIENCES FROM AN INSTRUCTIONAL PC-VIDEO GAME DEVELOPMENT PROJECT,
ILLUSTRATING CHALLENGES FACED AND NEW OPPORTUNITIES AFFORDED VIA A
COLLABORATIVE DEVELOPMENT EFFORT. CHAPTER LXIV GAME DESIGN FOR INTUITIVE
CONCEPT KNOWLEDGE 1104 DEBBIE DENISE RESSE, CENTER FOR EDUCATIONAL
TECHNOLOGIES, WHEELING JESUIT UNIVERSITY, USA REVIEWING RELEVANT GAME
DESIGN, COGNITIVE SCIENCE, AND LEAMING SCIENCE THEORIES, THE AUTHOR
ARGUES: (A) THE NEED FOR GAME DESIGN; (B) THAT GAME WORLDS, COMPLEX
CONCEPTS, AND MENTAL MODELS ARE ANALOGOUS SYSTEMS; (C) HOW GAME-BASED
TECHNOLOGIES CAN PROVIDE A PRAGMATIC AND EMBODIED CONTEXT FOR MAKING
COMPLEX, INTRODUCTORY CONCEPTS INTUITIVE; AND (D) THAT THE PRAGMATIC,
PHYSICAL, AND PROCEDURAL ASPECTS OF GAMES MAKE THEM POWERFULLEAMING
TOOLS THAT MUST BE CAREFULLY DESIGNED. THE AUTHOR ILLUSTRATES GAME
DESIGN USING SELENE: A LUNAR CREATION GAME. RIGOROUS METHODS FOR DESIGN
OF INSTRUCTIONAL GAMES WILL ENHANCE CONTROL OVER LEAMING OUTCOMES.
CHAPTERLXV LEVERAGING THE AFFORDANCES OF AN ELECTRONIC GAME TO MEET
INSTRUCTIONAL GOALS 1127 YUXIN MA, UNIVERSITY OF LOUISIANA AT LAFAYETTE,
USA DOUGLAS WILLIAMS, UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA CHARLES
RICHARD, UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA LOUISE PREJEAN,
UNIVERSITY OF LOUISIANA AT LAFAYETTE, USA THIS CHAPTER IS AN EFFORT TO
START TO ACCUMULATE KNOWLEDGE TO GUIDE THE DESIGN OF ELECTRONIC
EDUCATIONAL GAMES. THE AUTHORS PRESENT A CASE STUDY DESCRIBING HOW THE
UNIQUE COMPONENTS OF ELECTRONIC GAMES ENABLED THE DESIGN OF CONQUEST OF
COASTIANDS, A LEAMING ENVIRONMENT DELIVERED AS AN ELECTRONIC GAME. THEY
DESCRIBE HOW THEIR TEAM SYNTHESIZED TWO SETS OF DESIGN PRINCIPLES FROM
THE LITERATURE ON ELECTRONIC GAMES, INSTRUCTIONAL DESIGN, AND INTRINSIC
MOTIVATION AND HOW THESE PRINCIPLES INFORMED THE DESIGN OF CONQUEST OF
COASTIANDS. THE PRINCIPLES AND THE RELATED CASE STUDY MAY INFORM THE
DESIGN OF FUTURE E1ECTRONIC EDUCATIONAL GAMES AND GENERATE RESEARCH
QUESTIONS TO BE INVESTIGATED IN EMPIRICAL RESEARCH. CHAPTER LXVI
INSTRUCTIONAL GAME DESIGN USING COGNITIVE LOAD THEORY 1143 WENHAO DAVID
HUANG, UNIVERSITY O/ILLINOIS, USA TRISTAN JOHNSON, FLORIDA STATE
UNIVERSITY, USA THIS CHAPTER INTRODUCES DESIGN GUIDELINES TO ATTAIN
SPECIFIC GAME CHARACTERISTICS BY PRIORITIZING THE DESIGN COMPONENTS IN
4C/ID-MODEL. EACH GAME CHARACTERISTIC CONSISTS OF THREE LEVELS OF DESIGN
EMPHASIS: PRELIMINARY, SECONDARY, AND TERTIARY. THE ULTIMATE GOAL OF
THIS CHAPTER IS TO INITIATE SE- RIES OF DIALOGUE BETWEEN COGNITIVE
LEAMING OUTCOME, SYSTEMATIC INSTRUCTIONAL DESIGN, AND INSTRUC- TIONAL
GAME DESIGN THEREBY SEEKING TO IMPROVE THE OVERALL GAME DESIGN AND
INSTRUCTIONAL EFFICIENCY. CHAPTER LXVII MOTIVATION, LEAMING, AND GAME
DESIGN. 1166 MAHBOUBEH ASGARI, SIMON FRASER UNIVERSITY, CANADA
DAVID KAUFMAN, SIMON FRASER UNIVERSITY, CANADA WHILE THERE ARE THOUSANDS
OF EDUCATIONAL COMPUTER AND VIDEO GAMES IN THE MARKET TODAY, FEW ARE AS
ENGAG- ING AND COMPELLING AS ENTERTAINMENT GAMES. SOME ENTERTAINMENT
GAMES HAVE ALSO BEEN USED IN CLASSROOMS AND HAVE PROVEN TO PRODUCE
INCIDENTALLEARNING (E.G., CIVILIZATION III, SIMCITY). THE AUTHORS OFTHIS
CHAPTER ARGUE THAT THERE ARE A NUMBER OF ELEMENTS USED IN ENTERTAINMENT
GAMES THAT MOTIVATE PLAYERS, AND USING THESE ELEMENTS IN THE DESIGN
PROCESS FOR EDUCATIONAL GAMES BASED ON LEARNING OBJECTIVES WOULD CREATE
MOTIVA- TIONAL AND ENGAGING EDUCATIONAL GAMES. THIS CHAPTER OUTLINES THE
ELEMENTS NEEDED TO DEVELOP SUCH GAMES. CHAPTER LXVIII DESIGNING GAMES
FOR LEARNING 1183 SCOTT J. WARREN, UNIVERSITY 0/ NORTH TEXAS, USA MARY
JO DONDLINGER, UNIVERSITY 0/ NORTH TEXAS, USA THIS CHAPTER DISCUSSES TWO
GAMES THAT WERE DESIGNED TO TARGET LEARNING AS WEIL AS IMPLICATIONS FOR
THE DESIGN OF FUTURE GAMES INTENDED FOR THIS PURPOSE. IT ILLUSTRATES HOW
THE ADDIE MODEL OF IN- STRUCTIONAL DESIGN CAN BE LEVERAGED TO PRODUCE
DIGITAL GAME SPACES AS WEH AS THE LIMITATIONS THAT DESIGNERS FACE BASED
ON THE GOALS OF THE PROJECT, THE CHOSEN TECHNOLOGY, AND THE AUDIENCE
CHOSEN FOR THE DIGITAL INTERVENTION. THE GOAL OF THIS CHAPTER IS TO USE
REAL-WORLD EXAMPLES OF LEARNING GAME DESIGN PROCESSES IN ORDER TO
PREPARE INSTRUCTIONAL DESIGNERS FOR THE COMPLEXITY OF USING GAME AND
INSTRUCTIONAL DESIGN PRINCIPLES AS A MEANS OF IMPROVING STUDENT
MOTIVATION, LEAMING, AND OTHER PSYCHOLOGICAL FACTORS THAT PREPARE THEM
FOR ENGAGING MEANINGFULLY IN THE EDUCATIONAL EXPERIENCE. CHAPTER LXIX
INTERACTION WITH MMOGS AND IMPLICATIONS FOR E-LEARNING DESIGN 1204
PANAGIOTIS ZAHARIAS, UNIVERSITY 0/ THE AEGEAN, GREECE & ATHENS
UNIVERSITY 0/ ECONOMICS AND BUSINESS, ATHENS, GREECE ANTHONY PAPARGYRIS,
ATHENS UNIVERSITY 0/ ECONOMICS AND BUSINESS, GREECE E-IEARNING IS
EMERGING AS ONE OFTHE FASTEST ORGANIZATIONAL USES OFTHE INTERNET AS A
SUPPLEMENTARY OR ALTERNATIVE MODE FOR CORPORATE TRAINING. IN THIS
CHAPTER IT IS ARGUED THAT MANY USEFULLESSONS FOR E-LEAMING DESIGNERS CAN
BE LEAMED FROM GAME DESIGN AND ESPECIALLY FROM THE DESIGN OF MASSIVE
MULTI-PLAYER ONLINE GAMES (MMOGS). A REVIEW ON INSTRUCTIONAL QUALITY OF
GAMES AND DESIGN ELEMENTS OFMMOGS IS CONDUCTED UNDER THE PER- SPECTIVE
OF ADULT LEAMING, IN ORDER TO IDENTI1)T,ADAPT, AND PROPOSE DESIGN
IMPLICATIONS FOR E-LEAMING DESIGN. CHAPTERLXX NARRATIVE DEVELOPMENT AND
INSTRUCTIONAL DESIGN 1218 DOUGLAS WILLIAMS, UNIVERSITY 0/ LOUISIANA AT
LAJAYETTE, USA YUXIN MA, UNIVERSITY 0/ LOUISIANA AT LA/AYETTE, USA
CHARLES RICHARD. UNIVERSITY 0/ LOUISIANA AT LA/AYETTE, USA LOUISE
PREJEAN, UNIVERSITY 0/ LOUISIANA AT LA/AYETTE, USA THIS CHAPTER EXPLORES
THE CHALLENGE OF BALANCING NARRATIVE DEVELOPMENT AND INSTRUCTIONAL
DESIGN IN THE CREATION OF AN ELECTRONIC GAME-BASED LEAMING ENVIRONMENT.
NARRATIVE IS A KEY FACTOR IN SUC- CESSFUL COMMERCIAL GAMES. THE HERO'S
JOUMEY IS EXPLAINED AND PROPOSED AS A MODEL NARRATIVE STRUCTURE FOR
DEVELOPING EDUCATIONAL ROLE-PLAYING GAMES AND INFORMING INSTRUCTIONAL
DESIGN. OPPOR- TUNITIES TO EMBED VARIOUS INSTRUCTIONAL STRATEGIES WITHIN
THE HERO'S JOUMEY STRUCTURE ARE PRESENTED. CHAPTER LXXI CHILDREN AS
CRITICS OF EDUCATIONAL COMPUTER GAMES DESIGNED BY OTHER CHILDREN 1234
LLOYD P. RIEBER, THE UNIVERSITY 0/ GEORGIA, USA JOAN M DAVIS, THE
UNIVERSITY 0/ WASHINGTON, USA MICHAEL J MATZKO, INDEPENDENT CONSULTANT,
USA MICHAEL M GRANT, THE UNIVERSITY 0/ MEMPHIS, USA THE AUTHORS OF THIS
CHAPTER GAVE A CLASSROOM OF MIDDLE SCHOOL STUDENTS THE OPPORTUNITY TO
PLAY EDUCATIONAL GAMES CREATED BY OTHER MIDDLE SCHOOL STUDENTS. THESE
STUDENTS' OPINIONS OF THE GAMES WERE STUDIED AND COMPARED TO THEIR
ACTUAL PLAY BEHAVIOR. THIS STUDY ALSO EXPLORED THE REASONS BE- HIND THE
CHILDREN'S PLAY BEHAVIORS AND CRITIQUES THROUGH INTERVIEWS. IMPORTANT
GAME CHARACTERIS- TIES IDENTIFIED BY THE CHILDREN INCLUDED THE
FOLLOWING: (1) STORYLINE OR CONTEXT; (2) CHALLENGE; AND (3) COMPETITIVE
AFFORDANCES, ESPECIALLY THOSE THAT PROMOTED SOCIAL INTERACTION.
INTERESTINGLY, TWO GAME CHARACTERISTIES TOUTED IN THE LITERATURE WERE
NOT FOUND TO BE IMPORTANT TO THESE CHILDREN: (1) INTEGRATION OF A GAME'S
STORYLINE AND EDUCATIONAL CONTENT; AND (2) A GAME'S PRODUCTION VALUES.
CHAPTER LXXII VIDEO-GAME CREATION AS A LEAMING EXPERIENCE FOR TEACHERS
AND STUDENTS 1257 LEANNA MADILL, UNIVERSITY 0/ VICTORIA, CANADA KATHY
SANFORD, UNIVERSITY O/VICTORIA, CANADA THIS CHAPTER EXPLORES CHANGING
CONCEPTIONS OFLEAMING BROUGHT ABOUT BY TECHNOLOGIEAL CHANGES AND OP-
PORTUNITIES AND EXAMINES MORE CLOSELY THE UNDERSTANDING OFVIDEO GAME
CREATION AS A LEAMING EXPERIENCE. BASED ON THE FIRST YEAR OF A
THREE-YEAR ETHNOGRAPHIC RESEARCH STUDY OFTHE EDUCATIVE VA1UE AND
POTENTIAL OF VIDEO GAMES WITHIN A SCHOOL SETTING, THIS CHAPTER EXAMINES
THE POWERFULLEAMING AND TEACHING PRACTICES IN CLASSES OF INFORMATION
TECHNOLOGY AND PROGRAMMING IN WHICH VIDEO GAME CREATION HAS BEEN USED AS
ENTRY POINTS INTO LEAMING PROGRAMMING SKILLS. SEETION VIII THE FUTURE OF
EDUCATIONAL GAMING CHAPTER LXXIII THE FUTURE OFDIGITAL GAME-BASED
LEARNING 1274 BRIAN MAGERKO, GEORGIA INSTITUTE OF TECHNOLOGY, USA THIS
CHAPTER DISCUSSES THE POTENTIAL FUTURE OF GAMES FOR LEARNING THROUGH THE
LENS OF CURRENT AD- VANTAGES OF REAL-WORLD EDUCATION THAT ARE THUS FAR
LACKING IN EDUCATIONAL GAMES. IT FOCUSES ON FOUR MAIN FACETS OF THE
REAL-WORLD EDUCATIONAL EXPERIENCE: ADAPTING CONTENT TO AN INDIVIDUAL
STUDENT, THE RIGOROUS EVALUATION OF EDUCATIONAL MEDIA, THE EASE OF
MODIFICATION OF EDUCATIONAL GAMES, AND THE APPLICATION OF GAMES TO NEW
DOMAINS AND TEACHING TECHNIQUES. THE CHAPTER THEN SUGGESTS HOW WE AS
DESIGNERS AND DEVELOPERS CAN MAKE STRIDES TOWARDS INCORPORATING THESE
LACKING ELE- MENTS INTO HOW WE BUILD AND USE EDUCATIONAL GAMES. THE
AUTHOR HOPES THAT THIS DISCUSSION CAN BE USED TO FOSTER DISCUSSION ABOUT
WHERE THE FIELD COULD BE AND SHOULD BE GOING IN THE NEAR FUTURE. CHAPTER
LXXIV ARTISTS IN THE MEDIUM 1289 KURT SQUIRE, UNIVERSITY OFWISCONSIN -
MADISON, USA THIS CHAPTER DISCUSSES EMERGING TRENDS IN GAMES AND
LEARNING. IT ARGUES FOR AN APPROACHTHAT EXAMINES GAMES AS A NEW MEDIUM.
WITH THE INCREASED ATTENTION BEING GIVEN TO GAMES, CRITIQUES ABOUT THE
INSTRUC- TIONAL EFFICACY OF GAMES WILL EMERGE, AND THAT EDUCATORS MUST
TRULY TAKE ADVANTAGE OF THE UNIQUE CAPACITIES OF THE MEDIUM, AS WEIL AS
KEEP IN MIND THE NEW FORMS OF LEARNING SUPPORTED BY GAMES. IT CONTINUES
TO OUTLINE KEY TRENDS, SUCH AS EMERGING GAME GENRES, NEW FORMS OF
PRODUCTIVE PLAY, AND EMBEDDED GAME ASSESSMENTS. BY TARGETING WHAT KINDS
OF DESIGN ADVANCES OCCUR IN CONTEMPORARY ENTERTAINMENT GAMES, PERHAPS
GAMES CAN BE DESIGNED THAT WILL BECOME INTEGRATED INTO EDUCATIONAL
SYSTEMS. CHAPTER LXXV THE POSITIVE IMPACT MODEL IN COMMERCIAL GAMES 1303
RUSEL DEMARIA, DEMARIA STUDIO, USA WHAT IS THE FUTURE OFVIDEO GAMES? IS
IT MORE REALISM? MORE VIOLENCE? BETTER PHYSICS? ARTIFICIALLY INTEL-
LIGENT CHARACTERS? MORE SOCIAL NETWORKING GAMES? FREE TO PLAY AND
ADVERTISING SUPPORTED? GAMES FOR NON-GAMERS? MORE CONTROVERSY, POLITICAL
SCAPEGOATING, AND LEGAL CHALLENGES? IT'S PROBABLY ALL OF THE THESE, AND
MORE. IN FACT, WHILE WE MAY EXPECT TO SEE MORE OF THE SAME FROM THE
COMMERCIAL VIDEO GAME INDUSTRY, THERE IS ALWAYS THE POTENTIAL FOR
SURPRISES, BOTH PLEASANT AND NOT-SO PLEASANT. ONE AREA OF THE FUTURE OF
GAMES IS LESS OFTEN DISCUSSED, BUT REPRESENTS ONE OF THE MOST POWERFUL
AND POSITIVE DIRECTIONS THE INDUSTRY COULD TAKE. THE AUTHOR CALLS IT THE
"POSITIVE IMPACT MODEL," AND USES THIS CHAPTER TO DISCUSS WHAT THAT
PHRASE IS MEANT TO CONVEY. CHAPTER LXXVI EDUCATION AND EXPLOITATION
OFFTHE VIRTUAL TRAIN TO OREGON 1318 CHAD M HARMS, IOWA STATE UNIVERSITY,
USA BY RETRACING THE TRACKS OF THE POPULAR EDUCATIONAL GAME, THE OREGON
TRAIL, THIS CHAPTER PRESENTS BOTH POSITIVE AND NEGATIVE REALITIES OF THE
INCORPORATION OF COMPUTER-BASED EDUCATION THAT WILL NECESSITATE STUDENTS
VENTURING AWAY FROM SAFE CLOSED SYSTEMS TO ACCESS INFORMATION IN THE
OPEN FRONTIER OF THE INTER- NET. INFORMATION PRESENTATION IS
INCREASINGLY MULTIMODAL. THE FIDELITY OF THAT INFORMATION IS NOT ALWAYS
CLEAR. ACCESS TO INFORMATION, THOUGH OFTEN ASSUMED, IS NOT ALWAYS
AVAILABLE. INDIVIDUALS' SELECTIVITY TO THE VARIETY OF INFORMATION CAN
INFLUENCE HOW IT IS INTERNALIZED. EXPOSURE TO VIOLENT AND SEXUAL CONTENT
CAN RESULT IN DESENSITIZATION. BIAS OPENS OPPORTUNITY FOR FRAGMENTATION.
AND OUR CONNECTIONS TO OTHERS, THOUGH OVERWHELMINGLY POSITIVE, ALSO MAKE
US VULNERABLE TO AGGRESSION AND EXPLOITATION. CERTAIN RE- SEARCH AND
NEWS STORIES PRESENTED HERE DETAIL THE MOST DISTURBING ACTS OFHUMANKIND;
THOSE THAT CHILDREN MUST BE SAFEGUARDED AGAINST. SEETION IX APPENDIX:
GLOSSARY OF TERMS APPENDIXA AN OVERVIEW OF GAMING TERMINOLOGY: CHAPTERS
I-LXXV!. 1333 CLARK ALDRICH. SIMULEARN, USA JOSEPH C. DIPIETRO,
UNIVERSITY 0/ FLORIDA, USA THIS APPENDIX INTRODUCES AND DEFINES COMMONLY
USED TERMS AND PHRASES FROM THE WORLD OF VIDEO GAM- ING. IT SEEKS TO
BRIDGE THE GAPS BETWEEN RESEARCHERS, GAMERS, AND EDUCATORS SO THAT A
MORE THOUGHTFUL AND PRODUCTIVE CONVERSATION MAY BE HAD. THE AUTHORS HOPE
THAT THIS APPENDIX ADDS TO THE UNDERSTANDING OF AND APPRECIATION FOR
BOTH CONSUMER-BASED AND EDUCATIONAL VIDEO GAMES, FURTHERS ACADEMIC
RESEARCH WITHIN THIS FIELD, AND SERVES AS A VALUABLE TOOL FOR ANYONE
INTERESTED IN LEARNING MORE ABOUT VIDEO GAMES AND RELATED TERMINOLOGY.
FIFTY-TWO ENTRIES ARE DISCUSSED WITHIN THIS APPENDIX SERVING AS ASOLID,
YET NOT ALL-ENCOMPASSING, FOUNDATION FOR FUTURE INQUIRY AND DISCUSSION.
SECTION X APPENDIX: SELECTED READINGS APPENDIX B, SELEETED READINGS
GAMES AND SIMULATIONS: A NEW APPROACH IN EDUCATION? 1354 GOEKNUR KAPLAN
AKILLI, PENNSYLVANIA STATE UNIVERSITY, USA COMPUTER GAMES AND
SIMULATIONS ARE CONSIDERED POWERFUL TOOLS FOR LEARNING WITH AN UNTAPPED
POTENTIAL FOR FORMAL EDUCATIONAL USE. HOWEVER, THE LACK OF AVAILABLE
WELL-DESIGNED RESEARCH STUDIES ABOUT THEIR INTEGRATION INTO TEACHING AND
LEARNING LEAVES UNANSWERED QUESTIONS, DESPITE THEIR MORE THAN 30 YEARS
OF EXISTENCE IN THE INSTRUCTIONAL DESIGN MOVEMENT. BEGINNING WITH THESE
ISSUES, THIS CHAPTER AIMS TO SHED LIGHT ON THE DEFINITION OF GAMES AND
SIMULATIONS, THEIR EDUCATIONAL USE, AND SOME OF THEIR EFFECTS ON LEARN-
ING. CRITICISMS AND NEW TRENDS IN THE FIELD OF INSTRUCTIONAL
DESIGN/DEVE1OPMENT IN RELATION TO EDUCATIONAL USE OF GAMES AND
SIMULATIONS ARE BRIEFLY REVIEWED. THE CHAPTER INTENDS TO PROVIDE ABRIEF
THEORETICAL FRAMEWORK AND A FRESH STARTING POINT FOR PRACTITIONERS IN
THE FIE1D WHO ARE INTERESTED IN EDUCATIONAL USE OF GAMES AND SIMULATIONS
AND THEIR INTEGRATION INTO LEARNING ENVIRONMENTS. APPENDIX C, SELECTED
READINGS DEVELOPING ENJOYABLE SECOND LANGUAGE LEAMING SOFTWARE TOOLS: A
COMPUTER GAME PARADIGRN 1372 CHEE SIANG ANG, CITY UNIVERSITY, UK
PANAYIOTIS ZAPHIRIS, CITY UNIVERSITY, UK THIS CHAPTER ATTEMPTS TO
EXAMINE COMPUTER GAME THEORIES-LUDOLOGY AND NARRATOLOGY-THAT EXPLAIN
COM- PUTER GAMES AS PLAY ACTIVITIES AND STORYTELLING MEDIA. FOUNDED ON
THIS THEORETICAL EXPLANATION, AGAME MODEL THAT INCORPORATES GAMEPLAY AND
NARRATIVES IS PRESENTED. FROM THE MODEL, TWO ASPECTS OFLEAMING IN THE
GAME ENVIRONMENT ARE IDENTIFIED: GAMEPLAY-ORIENTED AND
NARRATIVE-ORIENTED. IT IS BELIEVED THAT PLAYING COMPUTER GAMES INVOLVES
AT LEAST ONE OFTHESE TYPES OFLEAMING; THUS, THIS GAME'S NATURE CAN BE
USED IN DESIGNING ENGAGING EDUCATIONAL SOFTWARE. IN ADDITION, BASED ON
MALONE'S THEORETICAL FRAMEWORK ON MOTIVATIONAL HEURISTICS, THERE ARE TWO
METHODS OF APPLYING COMPUTER GAMES IN LANGUAGE LEAMING: EXTRINSIC AND
INTRINSIC, DEPENDING ON THE INTEGRATION OF GAME DESIGNS AND LEARNING
MATERIALS. THEN, TWO CASES OF LANGUAGE-IEARNING GAMES ARE SCRUTINIZED,
USING THE GAME MODEL, IN ORDER TO DEMONSTRATE THE USE OF COMPUTER GAMES
IN LANGUAGE LEARNING. APPENDIX D, SELECTED READINGS GAME MODS:
CUSTOMIZABLE LEAMING IN A K16 SETTING 1390 E/IZABETH FANNING, THE
UNIVERSITY O/VIRGINIA, USA AGAME MOD DESCRIBES A MODIFICATION WITHIN AN
EXISTING COMMERCIAL, COMPUTER-BASED GAME THAT HAS BEEN CREATED BY AUSER.
BY GAME MODDING, A USER CAN PARTICIPATE IN THE CREATIVE PROCESS BY
TAKING THE SETTING OFTHEIR FAVORITE GAME AND CUSTOMIZING IT FOR
ENTERTAINMENT PURPOSES OR TO CONVEY INFORMATION. FOR YEARS, COMMERCIAL
COMPUTER-BASED GAME DEVELOPERS COMMITTED CONSIDERABLE RESOURCES TOWARDS
PREVENTING USERS FROM "HACKING" INTO OR "HIJACKING" THEIR GAMES. NOW
SEVERAL COMPUTER-BASED GAME DEVELOPERS PROVIDE EDITORS WITH THEIR
PRODUCTS TO ENCOURAGE USERS TO CREATE CONTENT, AND TO ALLOW EDU- CATORS,
FOR INSTANCE, TO TAKE ADVANTAGE OF THE BENEFITS AND PRODUCTION QUALITY
OF COMMERCIAL COMPUTER GAMES TO CREATE CUSTOMIZED INSTRUCTION. THIS
CHAPTER FOCUSES ON MAINSTREAM, ACCESSIBLE GAMES WITH STRAIGHTFORWARD
MODDING TOOLS THAT CAN BE EASILY INTEGRATED INTO A LEAMING ENVIRONMENT.
APPENDIX E, SELECTED READINGS ONLINE GAMES FOR 21 SI CENTURY SKILLS 1400
LISA GALARNEAU, UNIVERSITY 0/ WAIKATO, NEW ZEALAND MELANIE ZIBIT, BOSTON
COLLEGE, USA 20TH CENTURY VISIONARIES FORESAW THAT MASTERY OF THE
DYNAMIC PROCESSES UNDERPINNING THE ACQUISITION AND MANIPULATION
OFKNOWLEDGE WOULD BE CRITICAL IN THE 21ST CENTURY. FORMAL EDUCATIONAL
SYSTEMS HAVE NOT CHANGED TO FACILITATE THE DEVELOPMENT OF THESE
NECESSARY CAPABILITIES, AND SO PEOPLE OF ALL AGES ARE DEVELOPING THEM
THROUGH A VARIETY OF DIGITALLY MEDIATED MECHANISMS. ONLINE GAMES OFFER
ONE AREA IN WHICH TO EXAMINE PATTERNS OF SPONTANEOUSLY OCCURRING
PHENOMENA THAT REPRESENT THE NATURAL DEVELOP- MENT OF SUCH CAPABILITIES.
THIS CHAPTER REVIEWS THE CHARACTER OF, AND NEED FOR, 21 ST CENTURY
SKILLS. IT ALSO ILLUMINATES EXISTING DIGITAL DOMAINS IN WH ICH THESE
SKILLS DEVELOP ORGANICALLY. PEERING THROUGH THE WINDOW OFTHE PRESENT
INTO THE FUTURE, WE SEE THAT ENVISIONING CHANGE IN EDUCATION MEANS
TAKING A LONG LOOK AT WHAT ACTIVITY PRODUCES THOSE SKILLS, REGARDLESS OF
WHETHER THAT ACTIVITY IS TAKING PLACE IN A FORMAL SETTING OR WITHIN
ENTERTAINMENT-BASED WORLDS WHERE THE SKILLS ARE LEAMED INCIDENTALLY
THROUGH PLAY. APPENDIX F, SELEETED READINGS GAME-BASED INSTRUCTION IN A
COLLEGE CLASSROOM 1427 NANCY SARDONE, SETON HALL UNIVERSITY, USA ROBERTA
DEVLIN-SCHERER, SETON HALL UNIVERSITY, USA JOSEPH MARTINELLI, SETON HALL
UNIVERSITY, USA THE LAST 20 YEARS HAVE BROUGHT IN INCREASE OF COMPUTERS
INTO EDUCATIONAL AND HORNE ENVIRONMENTS, GEN- ERATING AN EXPLOSION OF
AVAILABLE EDUCATIONAL SOFTWARE PRODUCTS. AS A RESULT, STUDENTS BRING A
WEALTH OF TECHNOLOGY EXPERIENCES TO THE COLLEGE CLASSROOM. THE USE OF
GAMES AS AN INSTRUCTIONAL STRATEGY IN THE HIGHER EDUCATION SETTING IS
FAIRLY NEW. THIS CHAPTER EXAMINES THE EFFECTS OF GAME-BASED INSTRUCTION
ON LEARNING OUTCOMES OF COLLEGE STUDENTS STUDYING BASIC COMPUTER
CONCEPTS. WITH THE GROWING TREND TOWARD THE USE OF GAMES TO SUPPORT
LEAMING, RESEARCH IS NEEDED TO EXAMINE LEAMING OUTCOMES. PERHAPS FACULTY
WILL BE WILLING TO MOVE TO MORE EMPIRICALLY TESTED GAME-BASED LEAMING
STRATEGIES, EVEN THOUGH INITIAL CURRICULUM DEVELOPMENT TIME MAY BE
INCREASED. APPENDIX G, SELECTED READINGS CREATIVE REMIXING AND DIGITAL
LEARNING: DEVELOPING AN ONLINE MEDIA LITERACY LEARNING TOOL FOR GIRLS
1440 RENEE HOBBS, TEMPLE UNIVERSITY, USA JONELLE ROWE, DEPARTMENT 0/
HEALTH AND HUMAN SERVICES, USA THIS CHAPTER EXPLORES HOW MEDIA LITERACY
EDUCATION MAY CONTINUE TO BE RESPONSIVE AND RELEVANT TO THE CONTINUALLY
CHANGING NATURE OF POPULAR CULTURE THROUGH THE DEVELOPMENT OF INNOVATIVE
ONLINE MULTIMEDIA EDUCATIONAL PROGRARNS. BECAUSE PRE-ADOLESCENT AND
ADOLESCENT GIRLS ARE ACTIVELY INVOLVED IN THE CON- SUMPTION OF POPULAR
MUSIC, COMPETITIVE PERFORMANCE TELEVISION PROGRAMS LIKE AMERICAN IDOL AS
WEIL AS ONLINE SOCIAL NETWORKS, IT IS IMPORTANT TO EXAMINE THE
CONSTRUCTED NATURE OF THESE NEW TYPES OF MESSAGES AND EXPERIENCES. MY
POP STUDIO (WWW.MYPOPSTUDIO.COM). A CREATIVE PLAY EXPERIENCE FOR GIRLS
AGES 9 TO 14, WAS DEVELOPED BY THE AUTHORS TO ADDRESS THE NEED FOR MEDIA
LITERACY SKILLS AMONG THIS GROUP. WE PRESENT A MODEL FOR ASSESSING THE
IMPACT OF THE PROGRAM ON LEARNING THAT INCORPORATES THE DIMENSIONS OF
PLEASURE, A SENSE OF MASTERY, PARTICIPATION IN THE ONLINE COMMUNITY,
MEDIA LITERACY SKILLS, AND OTHER OUTCOMES. ONLINE GAMES THAT USE
CREATIVE REMIXING TECHNIQUES MAY PROMOTE METACOGNITION, REFLECTION, AND
CRITICAL ANALYSIS SKILLS. GIRLS NEED OPPORTUNITIES TO STRENGTHEN
CRITICAL THINKING SKILLS ABOUT MASS MEDIA AND POPULAR CULTURE AND THE
USE OF ONLINE LEARNING ENVIRONMENTS MAY SUPPORT THE DEVELOPMENT OF
ADOLESCENTS' MEDIA LITERACY SKILLS. APPENDIX H, SELEETED READINGS
LEAMING WHILE PLAYING: DESIGN IMPLICATIONS FOR EDUTAINMENT GAMES 1449
KALLE JEGERS, UMEA UNIVERSITY, SWEDEN CARLOTTE WIBERG, UMEA UNIVERSITY,
SWEDEN THIS CHAPTER REPORTS ON THE INITIAL RESULTS OF A STUDY CONDUCTED
IN THE PROJECT FUNTAIN. THE MAIN PURPOSE WAS TO IDENTIFY GENERAL
GUIDELINES/IMPLICATIONS FOR EDUTAINMENT GAMES, IN ORDER TO GUIDE
DESIGNERS OF SUCH GAMES AS THEY OFTEN LACK IN DESIGN GUIDELINES.
USABILITY EVALUATIONS WERE CONDUCTED ON AN EDUTAINMENT GAME IN ORDER TO
FIND USABILITY PROBLEMS. THESE FINDINGS WERE ANALYZED AND USED AS INPUT
IN FOCUS GROUP MEETINGS, HELD WITH JOINT TEAMS OF GAME DESIGNERS AND HCI
EXPERTS. THE OUTCOME OF THE FOCUS GROUPS WAS A PROPOSAL OF A LIST OF TEN
GENERAL DESIGN GUIDELINES. FINDINGS INDICATE THAT USERS HAD PROBLEMS IN
UNDERSTANDING THE UNDERLYING MODEL FOR THE GAME AS WEIL AS IDENTIF)'ING
THE KNOWLEDGE RELATED CONTENT. EXPERTS, FURTHER, GAVE COMMENTS ABOUT
FEEDBACK PROBLEMS AND DIFFERENT TYPES OF CONSISTENCIES. SOME OF THE
IMPLICATIONS FROM THE FINDINGS ARE GUIDELINES FOR EAMING AND LOSING
POINTS, SCORING AND PERFORMANCE FEEDBACK AND GAME OBJECT
CHARACTERISTICS. APPENDIX I, SELECTED READINGS RELIVING HISTORY WITH
"RELIVING THE REVOLUTION": DESIGNING AUGMENTED REALITY GAMES TO TEACH
THE CRITICAL THINKING OFHISTORY 1460 KAREN SCHRIER, MIT, USA STUDENTS
NEED TO LEAM THE CRITICAL THINKING OFHISTORY, YET THEY RARELY HAVE THE
OPPORTUNITIES TO AUTHENTI- CALLY SIMULATE HISTORIC INQUIRY. RESEARCH HAS
SUGGESTED THE PEDAGOGICAL POTENTIAL FOR USING AUGMENTED REALITY (AR)
GAMES-IOCATION-BASED GAMES THAT USE WIRELESS HANDHELD DEVICES SUCH AS
PDAS TO PROVIDE VIRTUAL GAME INFORMATION IN A PHYSICAL ENVIRONMENT. THE
NOVEL AR GAME, RELIVING THE REVOLUTION (RTR), WAS CREATED AS A MODEL FOR
STUDYING HOW AR GAMES CAN ENGAGE STUDENTS IN INTERPRETIVE,
COLLABORATIVE, AND PROBLEM-SOLVING ACTIVITIES. IN THIS CHAPTER, THE GAME
IS INTRODUCE, AND MAIN RESULTS OF THE INITIAL ITERATIVE TESTS ARE
DISCUSSED, INCLUDING WHAT WENT WRONG AND HOW THE GAME WAS REDESIGNED TO
BETTER SUPPORT DEEPER ENGAGEMENT AND HISTORICAL THINKING AND LEAMING.
APPENDIX J, SELECTED READINGS INSIGHTS INTO THE IMPACT OFSOCIAL NETWORKS
ON EVOLUTIONARY GAMES 1477 KATIA SYCARA, CAMEGIE MEL/ON UNIVERSITY, USA
PAUL SCERRI, CAMEGIE MEL/ON UNIVERSITY, USA ANTON CHECHETKA, CAMEGIE
MEL/ON UNIVERSITY, USA THIS CHAPTER EXPLORES THE USE OF EVOLUTIONARY
GAME THEORY (EGT) TO MODEL THE DYNAMICS OF ADAPTIVE OPPONENT STRATEGIES
FOR A LARGE POPULATION OF PLAYERS. IN PARTICULAR, IT EXPLORES EFFECTS OF
INFORMATION PROPAGATION THROUGH SOCIAL NETWORKS IN EVOLUTIONARY GAMES.
TBE KEY UNDERLYING PHENOMENON THAT THE INFORMATION DIFFUSION AIMS TO
CAPTURE IS THAT REASONING ABOUT THE EXPERIENCES OF ACQUAINTANCES CAN
DRAMATICALLY IMPACT THE DYNAMICS OF A SOCIETY. EXPERIMENTAL RESULTS FROM
AGENT-BASED SIMULATIONS ARE PRESENTED THAT SHOW THE IMPACT OF DIFFUSION
THROUGH SOCIAL NETWORKS ON THE PLAYER STRATEGIES OF AN EVO- LUTIONARY
GAME AND THE SENSITIVITY OF THE DYNAMICS TO FEATURES OF THE SOCIAL
NETWORK. |
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spelling | Handbook of research on effective electronic gaming in education Richard E. Ferdig Hershey, PA [u.a.] Information Science Reference txt rdacontent n rdamedia nc rdacarrier Pädagogik (DE-588)4044302-4 gnd rswk-swf Internet (DE-588)4308416-3 gnd rswk-swf Spiel (DE-588)4056218-9 gnd rswk-swf (DE-588)4143413-4 Aufsatzsammlung gnd-content Spiel (DE-588)4056218-9 s Internet (DE-588)4308416-3 s Pädagogik (DE-588)4044302-4 s DE-604 Ferdig, Richard Eugene Sonstige oth Digitalisierung UB Erlangen application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016995841&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Handbook of research on effective electronic gaming in education Pädagogik (DE-588)4044302-4 gnd Internet (DE-588)4308416-3 gnd Spiel (DE-588)4056218-9 gnd |
subject_GND | (DE-588)4044302-4 (DE-588)4308416-3 (DE-588)4056218-9 (DE-588)4143413-4 |
title | Handbook of research on effective electronic gaming in education |
title_auth | Handbook of research on effective electronic gaming in education |
title_exact_search | Handbook of research on effective electronic gaming in education |
title_exact_search_txtP | Handbook of research on effective electronic gaming in education |
title_full | Handbook of research on effective electronic gaming in education Richard E. Ferdig |
title_fullStr | Handbook of research on effective electronic gaming in education Richard E. Ferdig |
title_full_unstemmed | Handbook of research on effective electronic gaming in education Richard E. Ferdig |
title_short | Handbook of research on effective electronic gaming in education |
title_sort | handbook of research on effective electronic gaming in education |
topic | Pädagogik (DE-588)4044302-4 gnd Internet (DE-588)4308416-3 gnd Spiel (DE-588)4056218-9 gnd |
topic_facet | Pädagogik Internet Spiel Aufsatzsammlung |
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