Published 2012
by Information Science Reference in Hershey PA .
Written in English
Edition Notes
Includes bibliographical references and index.
Statement | Maria Manuela Cruz-Cunha, editor |
Classifications | |
---|---|
LC Classifications | QA76.76.C672 H3518 2012 |
The Physical Object | |
Pagination | p. cm. |
ID Numbers | |
Open Library | OL25186533M |
ISBN 10 | 9781466601499, 9781466601505, 9781466601512 |
LC Control Number | 2011052073 |
Handbook of Research on Serious Games as Educational, Business and Research Tools "This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior". Norms, Practices, and Rules of Virtual Community of Online Gamers: Applying the Institutional Theoretical Lens. In M. Cruz-Cunha (Ed.), Handbook of Research on Serious Games as Educational, Business and Research Tools (pp. ).Author: Shafiz Affendi Mohd Yusof. In book: Handbook of Research on Serious Games as Educational, Business and Research Tools, Chapter: 32, Publisher: IGI Global, Editors: Maria Manuela Cruz-Cunha, pp Cite this publication. Get this from a library! Handbook of research on serious games as educational, business and research tools. [Maria Manuela Cruz-Cunha;] -- "This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing.
In order to maximize the potential and profit of serious games, organizations, researchers, and developers must understand the opportunities and challenges presented by this new tool in all of its domains of ok of Research on Serious Games as Educational, Business and Research Tools: Development and Design collects research on Cited by: The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source Cited by: 2. Handbook of research on serious games as educational, business and research tools / Maria Manuela Cruz-Cunha [editor]. Format Book Published Hershey, PA: Information Science Reference, c Description 2 v.: ill. ; 29 cm. Other contributors Cruz-Cunha, Maria Manuela, Notes. In book: Handbook of Research on Serious Games as Educational, Business and Research Tools, Chapter: 30, Publisher: Hershey, PA, Editors: M. Cruz-Cunha, pp Cite this publication Marco.
Handbook of Research on Serious Games as Educational, Business and Research Tools: Development and Design collects research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and : IGI Global. Handbook of Research on Serious Games as Educational, Business and Research Tools: Development and Design collects research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior.4/5(1). Handbook of Research on Serious Games as Educational, Business and Research Tools () Jesus H. Trespalacios, New Mexico State University Barbara Chamberlin, New Mexico State University. Instead of using speculative assumptions to justify the adoption of popular Web tools, serious games and the latest high tech gear to teach the Millennial Generation, approaches to integrating technology in instruction, learning, and performance should be determined by considering the potential pedagogical effectiveness of a technology in Cited by: