Chapter
Chapter 2EDUCATIONAL GAMES AND COMMUNICABILITY:DESIGN, LEARNING AND INTERACTIVEAPPLICATIONS
New Technologies in the Classrooms: The Context Factor
Hypertext, Multimedia and Hypermedia Off-Line:Hardware and Software Evolution
Computer Graphics and Interaction in Video Games
Internet, Contents and Video Games for Children
Classification of the Video Games
Simcity and the Sims: A New Era for Video Games
Communicability, Usability and Heuristic Assessment:Obtainment of the Metrics
Heuristic Assessment Modalities
Appendix #1: Examples of Metrics
1. Behaviour Animated Actors/Characters
Appendix #2: CD-ROM, DVD and Website
Chapter 3PLAYING TO LEARN: EXPERIENCES IN VIRTUALBIOLOGY ENVIRONMENTS
Organisation in the Chapter
The Conceptual Framework of Play Applied in This Chapter
Motivating Learning through Play
Opportunities to Solve Some Challenges in Science Educationthrough Playing in Virtual Environments
Implementing a Game into a School Curriculum
Considerations in Designing Educational Games in Virtual Spaces
Virtual Environments (VE)
Virtual environments and micro worlds in Zadarh
Virtual Realities (Vrs) (Activities in Micro-Worlds in Ves)
Virtual Realities or Practical Work?
Evaluating a Game for Learning
Overview of Methods to Collect Information
1.1. Skills / Knowledge Required
1.2. Compatibility of the Programme with School ICT / Computers
1.3. Help and Documentation
1.4. Design and Navigation
2.1. Subject Related Skills, Critical Thinking, Problem Solving Skills, GeneratingHypotheses and testing them, Application of Number, Etc).
2.3. Tasks and Exercises - It is Desirable to Incorporate in a Game Tasks andProblems to Solve
3. Interactivity and Enjoyment
3.1. Is the Game Genuinely Interactive?
3.2. Does the Programme Allow Construction of Knowledge and New Ideas?
3.3. Does the Programme Allow Players to Introduce their Own Ideas or to DesignOwn Tasks?
3.4. Would Users Enjoy Using the Programme? Enjoyment implies that Usersbecome absorbed into the Programme.
6. Evaluation against How a Game Represents the Nature of a Subject andWhether It Can Achieve the Desired Outcomes
6.1. Learning Outcome 1: Scientific Inquiry and Problem-Solving Skills (ScienceProcess Skills)
6.2. Learning Outcome 2: Nature of Scientific Knowledge
6.3. Learning Outcome 3: Constructing and Applying Scientific Knowledge
6.4. Learning Outcome 4: Science, Technology, Society, and the Environment
6.5. Outcomes that cannot be Duplicated or done the same way by other (Non-Computer-Based) Resources? E.G., Enjoyment, Etc.
7. Students’ Evaluation of the Game (Individual or Focus Groups)
7.1. Allocate a Score for Each of These
7.2. What Events do you remember from using this Programme?
7.3. What Information do you remember from using this Programme?
7.4. What Activity in the Programme teaches you Most?
7.5. What would you add or take away from this Programme?
Students’ Evaluation of Zadarh
Some Issues for Developers
Chapter 4THE ROLE OF CONTEXTUAL INTERFERENCEAND MENTAL ENGAGEMENT ON LEARNING
Introduction: Games and the Transfer of Knowledge
Learning and Student Engagement
Measuring and Assessing Mental Engagement
The Contextual Interference Effect
Converging Evidence for the Role of Contextual Interferencein Learning
Embodied Learning Research
Cognitive Development Research
Physical Rehabilitation Research
Physical Activity and Executive Function
The Learning Curve and Mental Engagement
Physical Activity Games: Connecting the Science to the Teachingof Physical Education
Physical Education Today: What Was Old Is New Again
Selection of Appropriate Games
Monitoring Skill Development
Chapter 5LEARNING TO GAME AND GAMING TO LEARN:A PROCESS-ORIENTED PEDAGOGYFOR COLLABORATIVE GAME-BASED LEARNING
2. Processes Underlying This Approach
3a. Creating a Stimulating Gaming Environment
3b. Good Games for Learning
4. Managing the Social Experience
5. Facilitating Contribution and Knowledge Building
Chapter 6INTELLIGENT EDUCATIONAL GAMES:A CONSTRAINT-BASED APPROACH
Constraint-Based Intelligent Tutoring Systems
Wetas: An Intelligent Tutoring Shell
Language Builder: A Simple Its Game
Building Intelligent Games with Greenmind
Turtle’s Rare Ingredient Hunt
Chapter 7NATURAL MULTIMODAL INTERACTIONIN COLLABORATIVE VISUALIZATION
1.1. Navigating Visualization: Beyond WIMP Interfaces
1.2. Multimodality: Benefits and Challenges
2. State-of-the-Art and the Evolution of Multimodal Visualization
2.1. Multimodal Interaction for Immersive Visualizations in Virtual andAugmented Reality Environments
2.2. The Role of Gesture in Multimodal Interaction and Visualization
2.3. Perception, Learning and Multimodal Interaction
2.4. Games and Visualization
4.4. Leveraging Multimodal Redundancy for More Natural Interfaces
Chapter 8WORKING WITH CULTURAL DIFFERENCES:A CASE STUDY IN MULTICULTURALTEAMWORK USING A 3DCVE
2. Defining Cultural Learning
2.1. Cultural learning in the Classroom
6. Analysis of Cross-Cultural Issues Raised
6.1. Modes of Communication
6.1.1. Local Communication
6.1.2. Email Text and File Exchange
6.1.6. Serendipitous Meetings in AWs
6.1.7. Bulletin Board Signs in Aws
6.2. Finding a Common Language
6.3. Working with Cultural Differences
6.5. Transformative Outcomes
7. Discussion: Socio-technical Organisation
9. Recommendations for Future Multicultural 3DCVE Exercises
Chapter 9PATTERNS FOR THE DESIGNOF EDUCATIONAL GAMES
Patterns and Catalogues of Patterns
Patterns in Educational Games
Patterns Based on Scripts
Story Patterns and Gameplay Patterns
Story Patterns and Didactical Patterns
Integration of Story, Gameplay, and Learning
Application and Future Work
Chapter 10EDUCATIONAL COMPUTER GAMESAND THEIR APPLICATIONTO DEVELOPMENTAL DISABILITIES
Introduction: Educational Computer Games
A Brief History of Educational Computer Games
A Simple Computer Game: AVAART∗
Psychological Assessments with avaART
Further Assessments with AVAART: Future Research Directionsand Possible Educational-Remedial Applications
Selective Attention and Abnormal Attention Patterns
Perseveration and Inflexibility of Response Patterns
Emotions (Faces and Voice)
Time and Sound Perception
Normalization of Attention Patterns
Technicological Advances and Advantages of Computer Games
Benefits of Playing the Game
Affordability and Accessibility to Education and Remediation
Chapter 11CALL FOR LEARNING-GAME DESIGN PATTERNS
Towards Learning-Game Design Patterns
The Template for Learning-game Design Patterns
The Use of the Design Patterns
The Description of the Game
Summary of Identified Design Patterns
Identified Learning-Game Design Patterns
Teachable Agent (Integration Pattern)
Protégé Effect (Engagement Pattern)
Representation of Certainty (Cognition Pattern)
Ask-A-Friend (Social Interaction Pattern)
Weeding (Presentation Pattern)
Chapter 12APPLICATION OF EDUCATIONALGAMES IN PSYCHOTHERAPY
Educational Games in the Health Sector
Educational Games and Psychotherapy
The Development of Treasure Hunt
Software, Accoustics and Budget
Chapter 13COMPUTER GAMES, EDUCATION,AND THE GOOD LIFE
Chapter 14IT'S YOUR TURN!: EXPLORING THE BENEFITSOF A TRADITIONAL BOARD GAMEFOR THE DEVELOPMENT OF LEARNINGCOMMUNITIES
Methodology: First-Hand Case Study
Game Background and Description
Analysis: Unique Benefits of ‘Traditional’ Board Games
Building Group Cohesion through Story
Abstract Thinking through Discussion
Chapter15INTERACTIVEFICTIONASEDUCATIONALGAMINGFORL2ENGLISHIMPROVEMENT
2.InteractiveFictionasanEducationalMedium
Chapter16PETIMO:SAFESOCIALNETWORKINGROBOTFORCHILDREN
1.1.BackgroundandMotivation
3.1.CuteCulturalInfluence
4.3.CommunicationwithPetimoWorld
5.3.UsabilityandEnjoyability
5.4.PossiblePlug-insandEnhancements