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Serious Educational Game Assessment

Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

  • Leonard Annetta
  • Stephen C. Bronack

Table of contents

  1. Front Matter
    Pages i-xii
  2. John Nietfeld, Lucy R. Shores
    Pages 19-42
  3. Christopher J. Ferguson
    Pages 43-56
  4. Owen Kelly
    Pages 57-73
  5. Leonard A. Annetta, Richard Lamb, Marcus Stone
    Pages 75-93
  6. Ricardo Javier Rademacher Mena
    Pages 95-117
  7. Randy Brown
    Pages 119-129
  8. Scott Warren, Greg Jones, Lin Lin
    Pages 131-146
  9. Kristen Cromer
    Pages 147-157
  10. Margaret Corbit, Jennifer Wofford, Suzanne Kolodziej
    Pages 159-174
  11. Dave R. Dannenberg, Michael A. Evans
    Pages 189-199
  12. Lilly Lu
    Pages 201-219
  13. Matt Dunleavy, Brittney Simmons
    Pages 221-240
  14. Mina C. Johnson-Glenberg, David Birchfield, Philippos Savvides, Colleen Megowan-Romanowicz
    Pages 241-257

About this book

Introduction

In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater.  There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.

Keywords

educational technology games distance education

Editors and affiliations

  • Leonard Annetta
    • 1
  • Stephen C. Bronack
    • 2
  1. 1.George Mason UniversityFairfaxUSA
  2. 2.Clemson UniversityClemsonUSA

Bibliographic information

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