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Table of Contents
Intro
Preface
Organization
Contents
I Education and Training
Theory-Based Development of an Inventory for the Evaluation of Simulation Game Lectures
1 Introduction
1.1 Background
1.2 Objective
1.3 Procedure and Research Methodology
2 Development of the Initial Questionnaire
3 Development of the Short Questionnaire
3.1 Exploratory Factor Analysis
3.2 Simulation Game
3.3 Facilitator
3.4 Team
3.5 Students
3.6 General Conditions
3.7 Overall Satisfaction and Learning
3.8 Final Model
4 Restrictions and Perspectives
5 Conclusion
Appendix
References
Exploring the Use of Immersive Virtual Reality Games in a Formal School Environment
1 Introduction
2 Theory
2.1 Designing VR Games for Hyperactivity and Inattention in Schools
2.2 Design Requirements for VR Maths Practice Game
3 Method
3.1 Participants
3.2 Material
3.3 Procedure
4 Results
5 Discussion and Conclusion
References
Learning Effects and Acceptance in Business Games: A Systematic Literature Review
1 Business Games in Further Education
2 Method of the Literature Review
3 Results
4 Discussion and a Future Research Agenda
5 Conclusion
References
About Dinosaurs in Laboratories
Evaluation of the Serious Game Cards for Biosafety
1 Introduction
2 Cards for Biosafety
2.1 Game Play
2.2 Developing an Engaging Prototype
2.3 Learning Objective
3 Experimental Set up
3.1 Online Questionnaire
3.2 Participants
4 Results
4.1 Game-Experience Questionnaire
4.2 Learning Results
4.3 Applying Bloom's Revised Taxonomy
4.4 In-Game Discussions
5 Discussion and Conclusions
6 Future Use and Research
References
Design Consideration of an Educational Video Game Through the Lens of the Metalanguage
1 Introduction
2 Metalanguage for Digital Play
3 The Design and Analysis of Icebreaker
3.1 Description of the Game Icebreaker
3.2 Organization in Digital Play
3.3 Engagement in Digital Play
3.4 Representation in Digital Play
4 Discussion
4.1 Pedagogical Implication
4.2 Other Design Considerations
5 Conclusion
References
Resilience and Sustainability
Quantitative Analysis of Conflict-of-Interest Structures in Consensus-Building Process
1 Introduction
2 Approach of This Paper
3 An Agent-Based Model of Consensus-Building Process
4 Gaming Simulation of Consensus-Building Process (GS)
5 Gaming Simulation (GS) Results
5.1 Cluster Analysis of Behavior Types
5.2 Relationship Between Conflict-of-Interest Structure and Consensus-Building Process
5.3 Questionnaire Results
6 Agent-Based Simulation (ABS) of Consensus-Building Process
6.1 Agent Behavior Type
6.2 Agent Behavior Model
6.3 Validation
6.4 Experimental Setup in ABS
7 Agent-Based Simulation (ABS) Results
8 Summary and Discussion
References
Preface
Organization
Contents
I Education and Training
Theory-Based Development of an Inventory for the Evaluation of Simulation Game Lectures
1 Introduction
1.1 Background
1.2 Objective
1.3 Procedure and Research Methodology
2 Development of the Initial Questionnaire
3 Development of the Short Questionnaire
3.1 Exploratory Factor Analysis
3.2 Simulation Game
3.3 Facilitator
3.4 Team
3.5 Students
3.6 General Conditions
3.7 Overall Satisfaction and Learning
3.8 Final Model
4 Restrictions and Perspectives
5 Conclusion
Appendix
References
Exploring the Use of Immersive Virtual Reality Games in a Formal School Environment
1 Introduction
2 Theory
2.1 Designing VR Games for Hyperactivity and Inattention in Schools
2.2 Design Requirements for VR Maths Practice Game
3 Method
3.1 Participants
3.2 Material
3.3 Procedure
4 Results
5 Discussion and Conclusion
References
Learning Effects and Acceptance in Business Games: A Systematic Literature Review
1 Business Games in Further Education
2 Method of the Literature Review
3 Results
4 Discussion and a Future Research Agenda
5 Conclusion
References
About Dinosaurs in Laboratories
Evaluation of the Serious Game Cards for Biosafety
1 Introduction
2 Cards for Biosafety
2.1 Game Play
2.2 Developing an Engaging Prototype
2.3 Learning Objective
3 Experimental Set up
3.1 Online Questionnaire
3.2 Participants
4 Results
4.1 Game-Experience Questionnaire
4.2 Learning Results
4.3 Applying Bloom's Revised Taxonomy
4.4 In-Game Discussions
5 Discussion and Conclusions
6 Future Use and Research
References
Design Consideration of an Educational Video Game Through the Lens of the Metalanguage
1 Introduction
2 Metalanguage for Digital Play
3 The Design and Analysis of Icebreaker
3.1 Description of the Game Icebreaker
3.2 Organization in Digital Play
3.3 Engagement in Digital Play
3.4 Representation in Digital Play
4 Discussion
4.1 Pedagogical Implication
4.2 Other Design Considerations
5 Conclusion
References
Resilience and Sustainability
Quantitative Analysis of Conflict-of-Interest Structures in Consensus-Building Process
1 Introduction
2 Approach of This Paper
3 An Agent-Based Model of Consensus-Building Process
4 Gaming Simulation of Consensus-Building Process (GS)
5 Gaming Simulation (GS) Results
5.1 Cluster Analysis of Behavior Types
5.2 Relationship Between Conflict-of-Interest Structure and Consensus-Building Process
5.3 Questionnaire Results
6 Agent-Based Simulation (ABS) of Consensus-Building Process
6.1 Agent Behavior Type
6.2 Agent Behavior Model
6.3 Validation
6.4 Experimental Setup in ABS
7 Agent-Based Simulation (ABS) Results
8 Summary and Discussion
References