Serious Educational Game Assessment

Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

Volume Editors: and
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.

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The Wild West of Assessment
Measuring Aggression and Violence in Video Games
Pages: 43–56
Diagrammatic Inquiry
Rosario is not Virtual and it’s not Reality
Pages: 57–73
Assessing Serious Educational Games
The Development of a Scoring Rubric
Pages: 75–93
Assessment using After-Action Review
Without Footage it’s Fiction
Pages: 119–129
Usability and Play Testing
The Often Missed Assessment
Pages: 131–146
Change is Constant; The Game is Serious
Managing Change with a Serious Game at One Automotive Company
Pages: 147–157
Learning in Virtual Worlds
Assessment Challenges and Opportunities
Pages: 159–174
Art Education Avatars in Action
Learning, Teaching, and Assessing in 3D Virtual Worlds
By: Lilly Lu
Pages: 201–219
Educational Researchers and their students
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