Table of Contents
Table of Contents
Acknowledgement
Foreword
The Contribution of Educational Technologies to Teaching and Learning: The Case of Video Games
(Olusola O. Adesope)
Chapter 1
Understanding Augmented Reality as an Instructional Tool for Students
(Don D. McMahon, Washington State University, WA, USA)
Chapter 2
Serious Educational Game Design: Overlapping Game Design with Instructional Design
(Leonard Annetta, Marina Shapiro, & Benjamine Matthews, George Mason University, VA, USA)
Chapter 3
Learning, Cognition, and Experimental Control in an Educational Physics Game
(Stephen Killingsworth, Deanne Adams, & Douglas Clark, Vanderbilt University, TN, USA)
Chapter 4
Understanding the Impact and Importance of Educational Games for Students with Disabilities
(Kara Rosenblatt, Zachary Walker & Don D. McMahon, University of Texas of the Permian Basin, Odessa, TX, USA, and others)
Chapter 5
Artificially Intelligent Systems in Education a Tool for the Future
(Richard L. Lamb, Andy Cavagnetto, Olusola O. Adesope, Lijun Yin, Brian French, & Mathew Taylor, Washington State University, WA, USA)
Chapter 6
Learning Multidisciplinary Collaboration with Games: From Primary to Secondary Game Mechanics
(Thomas Duus Henriksen, Turku School of Economics, Finland, and others)
Chapter 7
Three Designs for Using Game-Based Learning in Business Education
(Timo Lainema & Thomas Duus Henriksen, Turku School of Economics, Finland, and others)
Chapter 8
Soft Failure in Educational and Learning Games
(David B.Vallett, University of Las Vegas, NV, USA)
Chapter 9
Assessment of Student Learning Using Cognitive Diagnostics and Computational Models of Cognition
(Richard L. Lamb, Washington State University, WA, USA)
Chapter 10
Advance to Go: Reintroduction of Board Games into the Classroom
(Jonah B. Firestone, Washington State University, WA, USA)
Chapter 11 Creative Educational Game Design by Teachers: The CEGAD Model
(Frederique Frossard, Mario Barajas, Anna Trifonova, University of Barcelona, Spain)
Index