Describing and Studying Domain-Specific Serious Games by Joke Torbeyns, Erno Lehtinen, Jan Elen

By Joke Torbeyns, Erno Lehtinen, Jan Elen

This publication describes study results on domain-specific critical video games. the 1st a part of the e-book makes a speciality of the layout and significant features of exact (mainly math-related) severe video games. the second one a part of the ebook provides fresh empirical experiences on those video games, exploring themes similar to the effectiveness of great video games for studying and extending motivation and the effect of freshmen’ domain-specific and video game advantage. the combination of great video games into the curriculum and next functionality and motivation results also are provided.

Show description

Read or Download Describing and Studying Domain-Specific Serious Games PDF

Best games books

PC Gamer (July 2015)

Workstation Gamer brings you in-depth previews, particular characteristic tales, and the main hard-hitting stories each month within the world’s best-selling computing device video games journal! each month you’ll get the interior scoop at the most fun video games in each style from first-person shooters to MMORPGs and state-of-the-art video games from self sustaining builders, besides specified procedure courses, how-tos, and the newest information on mods and notebook gaming from the best-known gurus in computing device gaming.

Optical illusion magic : visual tricks & amusements

Cool distortions, a complicated parallel development, afterimages, 3D foolery, flip-flopping faces, and different optical illusions will “trick” you into seeing what isn’t there. “More whole and informative than such a lot children’s books at the topic, this interesting, enlightening quantity might be invaluable for tasks and enjoyable for looking.

Big Book of Magic Tricks (Dover Books on Magic)

Learn how to do astonishing feats with few or no props and at least sleight of hand. tips with playing cards, cash and cord, comedy magic, psychological dexterity and masses extra, together with specialist suggestion on mental misdirection and dramatic presentation. «The most sensible publication but on easy-to-do magic. » — Martin Gardner.

Beginning iOS 6 Games Development

Online game apps on iPhone and now the recent iPad stay essentially the most well known kind of apps within the Apple iTunes App shop. Does indignant Birds strike a chord? Now, you could discover ways to construct online game apps for the iPhone five and the hot iPad utilizing the hot iOS 6 SDK. starting iOS 6 video games improvement presents a transparent course so that you can research and create iPhone and iPad online game apps utilizing the iOS 6 SDK platform.

Additional info for Describing and Studying Domain-Specific Serious Games

Example text

On the other hand, according to Aldrich (2005), overemphasizing a score can make students rely too much on the scores and will make them less engaged in the learning materials. Consequently, adding a score can subvert motivation and learning instead of supporting it. Adaptivity The commercial version of the game features adaptivity on the level of the math rules: When players lose a mini-game against the monkey, a—presupposed but not empirically verified—easier math rule is offered. This type of adaptivity is a basic example of adaptive item sequencing: If a learner fails to complete a task, the subsequent task is easier and when a learner successfully completes a task, the subsequent task is more difficult, hence increasing the challenge.

Gallistel, C. , & Gelman, R. (1992). Preverbal and verbal counting and computation. Cognition, 44, 43–74. , & Driskell, J. E. (2002). Games, motivation and learning: A research and practice model. Simulation & Gaming, 33, 441–467. Griffin, S. (2004). Building number sense with Number Worlds: A mathematics program for young children. Early Childhood Research Quarterly, 19, 173–180. , Mazzocco, M. M. , & Feigenson, L. (2008). Individual differences in non-verbal number acuity correlate with maths achievement.

Varieties of numerical abilities. Cognition, 44, 1–42. Dehaene, S. (1997). The number sense: How the mind creates mathematics. London, England: The Penguin Press. Gallistel, C. , & Gelman, R. (1992). Preverbal and verbal counting and computation. Cognition, 44, 43–74. , & Driskell, J. E. (2002). Games, motivation and learning: A research and practice model. Simulation & Gaming, 33, 441–467. Griffin, S. (2004). Building number sense with Number Worlds: A mathematics program for young children. Early Childhood Research Quarterly, 19, 173–180.

Download PDF sample

Rated 4.05 of 5 – based on 25 votes