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E-raamat: Psychology, Pedagogy, and Assessment in Serious Games

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"This book addresses issues the potential of games to support learning and change behaviour offering empirical evidence pertaining to the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"--

Connolly (creative technology, U. of the West of Scotland) et al. present 18 chapters on the psychology, pedagogy, and assessment of games designed for the purpose of learning, skill acquisition, and training, for educators, researchers, game designers, psychologists, sociologists, and undergraduate and graduate students. European and US researchers in games, psychology, computer science, education, and other areas consider relevant theories and constructs in psychology; models of executive functions as applied to games to understand their cognitive benefits and constraints; designing games for higher-level and soft skills; objective and subjective aspects of time in games; using neurofeedback and brain computer interfaces in games; the negative aspects of games, such as motives and behaviors; user engagement and acceptance of non-player characters; individual differences in enjoyment and learning; motives for playing; and how game mechanisms in social games engage players. The second section focuses on pedagogy and assessment and addresses that nature of learning in game-based learning and the cognitive and motivational processes involved; games teachers and learners can build themselves; learning effectiveness in relation to learning styles between adaptive games-based learning, games-based learning, and traditional teaching approaches; physics education and massively multiplayer online games; the integration of assessment; and the evaluation of games. Annotation ©2014 Book News, Inc., Portland, OR (booknews.com)

As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate, Serious Games have emerged as an effective tool for the purpose of learning, skill acquisition, and training. Psychology, Pedagogy, and Assessment in Serious Games addresses this issue by offering empirical evidence for the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment. Emphasizing both the theory and practice in the learning and training of Serious Games, this book is useful to educationalists, researchers, sociologists, and psychologists interested in the potential of games to support learning and change behavior.