| 000 | 04645nam a2200457 i 4500 | ||
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| 001 | BRILL9789460913297 | ||
| 003 | nllekb | ||
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| 007 | cr un uuuua | ||
| 008 | 191130s2011 ne sb 001 0 eng d | ||
| 020 |
_a9789460913297 _q(electronic book) |
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| 020 |
_z9789460913280 _q(print) |
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| 024 | 7 |
_a10.1007/978-94-6091-329-7 _2DOI |
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| 035 | _a(OCoLC)754717026 | ||
| 040 |
_aNL-LeKB _cNL-LeKB _erda |
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| 050 | 4 | _aLB1029.S53 | |
| 072 | 7 |
_aJN _2bicssc |
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| 072 | 7 |
_aEDU _x000000 _2bisacsh |
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| 082 | 0 | 4 |
_a371.33/7 _223 |
| 245 | 0 | 0 |
_aSerious Educational Game Assessment : _ba Practical Methods and Models for Educational Games, Simulations and Virtual Worlds / _cEdited by Leonard Annetta; Stephen Bronack. |
| 246 | 3 | _aPractical Methods and Models for Educational Games, Simulations and Virtual Worlds | |
| 264 | 1 |
_aLeiden; _aBoston : _bBrill | Sense, _c2011. |
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| 300 | _a1 online resource | ||
| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _2rdacarrier |
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| 490 | 1 | _aEducational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001 | |
| 505 | 0 | 0 |
_aPreliminary Material / _rLeonard Annetta and Stephen C. Bronack -- Assessing Gaming, Computer and Scientific Inquiry Self-Efficacy in a Virtual Environment / _rDiane Jass Ketelhut -- Self-Regulation Within Game-Based Learning Environments / _rJohn Neitfeld and Lucy R. Shores -- The Wild West of Assessment / _rChristopher J. Ferguson -- Diagrammatic Inquiry / _rOwen Kelly -- Assessing Serious Educational Games / _rLeonard A. Annetta , Richard Lamb and Marcus Stone -- Game Assesement using the E/E Grid / _rRicardo Javier Rademacher Mena -- Assessment using After-Action Review / _rRandy Brown -- Usability and Play Testing / _rScott Warren , Greg Jones and Lin Lin -- Change is Constant; The Game is Serious / _rKristen Cromer -- Learning in Virtual Worlds / _rMargaret Corbit , Jennifer Wofford and Suzanne Kolodziej -- Mitigating the Hawthorne Effect Using Computer Simulations / _rShawn Y. Holmes -- Endogenous Learning in Multi user Virtual Environments / _rDave R. Dannenberg and Michael A. Evans -- Art Education Avatars in Action / _rLilly Lu -- Assessing Learning and Identity in Augmentd Reality Science Games / _rMatt Dunleavy and Brittney Simmons -- Semi-Virtual Embodied Learning-Real World Stem Assessment / _rMina C. Johnson-Glenberg , David Birchfield , Philippos Savvides and Colleen Megowan-Romanowicz -- An Open-Ended, Emergent Approach for Studying Serious Games / _rMatthew J. Sharritt. |
| 520 | _aIn 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. | ||
| 588 | _aDescription based on print version record. | ||
| 650 | 0 |
_aSimulation games in education _xEvaluation. |
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| 650 | 0 |
_aComputer-assisted instruction _xEvaluation. |
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| 650 | 0 |
_aEducation, Higher _xEffect of technological innovations on. |
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| 650 | 0 |
_aEducational technology _xEvaluation. |
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| 700 | 1 |
_aAnnetta, Leonard, _eeditor. |
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| 700 | 1 |
_aBronack, Stephen, _eeditor. |
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| 776 | 0 | 8 |
_iPrint version: _tSerious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds, _dLeiden Boston : Brill | Sense, 2011 _w9789460913280 |
| 830 | 0 | _aEducational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001. | |
| 856 | 4 |
_zDOI: _uhttp://dx.doi.org/10.1007/978-94-6091-329-7 |
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| 999 |
_c40023 _d40023 |
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