Using cognitive and affective metrics in educational simulations and games applications in school and workplace contexts / edited by Harold F. O'Neil, Eva L. Baker, Ray S. Perez, Stephen E. Watson.

Format Electronic
Publication InfoNew York, NY : Routledge, 2021.
Descriptionpages cm
Supplemental ContentFull text available from Ebook Central - Academic Complete
Supplemental ContentFull text available from Taylor & Francis eBooks
Subjects

Other author/creatorO'Neil, Harold F., 1943-
Other author/creatorBaker, Eva L.
Other author/creatorPerez, Ray S.
Other author/creatorWatson, Stephen E.
SeriesRoutledge research in digital education and educational technology
Contents Video games and higher cognition / Jocelyn Parong, Claire Holman, Emma Cunningham, C. Shawn Green, and Daphne Bavelier -- Teaching and assessing young gamers' engineering problem solving using interactive simulation games / Zenaida Aguirre-Muñoz -- Adaptation evidence from a digital physics game / Elizabeth J.K.H. Redman, Gregory K.W.K. Chung, Tianying Feng, Katerina Schenke, Charles B. Parks, Joanne K. Michiuye, Sandy M. Chang, and Jeremy D. Roberts -- Metrics of motivation in simulations or game environments / Robert Rueda -- Metrics for engagement in games and simulations for learning / Benjamin D. Nye, Mark G. Core, Aviroop Ghosal, and Peter B. Walker -- Measuring and increasing self-efficacy in a game / Harold F. O'Neil, Richard E. Mayer, Robert Rueda, and Eva L. Baker -- Measuring and increasing interest in a game / Katerina Schenke, Harold F. O'Neil, Eva L. Baker, and Stephen E. Watson -- Metrics for assessment in the navy life game / Alan D. Koenig, Markus R. Iseli, John J. Lee, Jenny C. Kao, and Joanne K. Michiuye.
Abstract "Presenting original studies and rich conceptual analyses, this volume explores how cognitive and affective metrics can be used to effectively assess, modify, and enhance learning and assessment outcomes of simulations and games used in education and training. The volume responds to the increasing use of computer-based simulations and games across academic and professional sectors by bringing together contributions from different research communities, including K-12 and postsecondary education, medical, and military contexts. Drawing on empirical results, the chapter authors focus on the design and assessment of educational simulations and games. They describe how quantitative and qualitative metrics can be used effectively to evaluate and tailor instructional resources to the cognitive and affective needs of the individual learner. In doing so, the volume enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology"-- Provided by publisher.
Bibliography noteIncludes bibliographical references and index.
Access restrictionAvailable only to authorized users.
Technical detailsMode of access: World Wide Web
Genre/formElectronic books.
LCCN 2020058064
ISBN9780367243821 (hardback)
ISBN(ebook)

Availability

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Electronic Resources ✔ Available