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008 170212s2015 gw | s |||| 0|eng d
020 _a9783319202761
_9978-3-319-20276-1
024 7 _a10.1007/978-3-319-20276-1
_2doi
035 _ato000560270
040 _aSpringer
_cSpringer
_dRU-ToGU
050 4 _aLC8-6691
072 7 _aYQT
_2bicssc
072 7 _aEDU039000
_2bisacsh
082 0 4 _a371.33
_223
245 1 0 _aDescribing and Studying Domain-Specific Serious Games
_helectronic resource
_cedited by Joke Torbeyns, Erno Lehtinen, Jan Elen.
250 _a1st ed. 2015.
260 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2015.
300 _aXI, 259 p. 54 illus., 50 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 1 _aAdvances in Game-Based Learning
505 0 _aPart 1: Game descriptions -- Chapter 1 Design of the game “Dudeman & Sidegirl: Operation clean world”, a numerical magnitude processing training -- Chapter 2 Description of the educational math game ‘Monkey Tales: the museum of Anything’ -- Chapter 3 Number Navigation Game (NNG): Design principles and game description -- Chapter 4 ‘Zeldenrust’: a mathematical game-based learning environment for prevocational students -- Chapter 5 Applying motivation theory to the design of game-based learning environments -- Chapter 6 DIESEL-X: A game-based tool for early risk detection of dyslexia in preschoolers -- Part 2: Empirical studies on serious games -- Chapter 7 Performance in educational math games: Is it a question of math knowledge? -- Chapter 8 Integration in the curriculum as a factor in math-game effectiveness -- Chapter 9 Developing adaptive number knowledge with the Number Navigation game-based learning environment -- Chapter 10 Number Navigation Game experience and motivational effects -- Chapter 11 The role of curiosity-triggering events in game-based learning for mathematics -- Chapter 12 Evaluating game-based learning environments for enhancing motivation in mathematics -- Chapter 13 Formal and informal learning environments: Using games to support early numeracy -- Index.
520 _aThis book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and  the influence of learners’ domain-specific and game competencies. The integration of serious games into the curriculum and subsequent performance and motivation outcomes are also presented.
650 0 _aeducation.
_9566270
650 0 _aEducational technology.
_9303678
650 1 4 _aEducation.
_9566271
650 2 4 _aEducational Technology.
_9303678
650 2 4 _aLearning & Instruction.
_9303864
700 1 _aTorbeyns, Joke.
_eeditor.
_9466460
700 1 _aLehtinen, Erno.
_eeditor.
_9466461
700 1 _aElen, Jan.
_eeditor.
_9445424
710 2 _aSpringerLink (Online service)
_9143950
773 0 _tSpringer eBooks
830 0 _aAdvances in Game-Based Learning
_9462296
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-319-20276-1
912 _aZDB-2-SHU
999 _c414565