Using Cognitive and Affective Metrics in Educational Simulations and Games
portes grátis
Using Cognitive and Affective Metrics in Educational Simulations and Games
Applications in School and Workplace Contexts
Perez, Ray S.; O'Neil, Harold F., Jr.; Baker, Eva L.; Watson, Stephen E.
Taylor & Francis Ltd
05/2021
228
Dura
Inglês
9780367243821
15 a 20 dias
544
Descrição não disponível.
Editors' Preface; Part I: Cognitive Metrics; 1. Video Games and Higher Cognition; 2. Teaching and Assessing Young Gamers' Engineering Problem Solving Using Interactive Simulation Games; 3. Adaptation Evidence From a Digital Physics Game; Part II: Affective Metrics; 4. Metrics of Motivation in Simulations or Game Environments; 5. Metrics for Engagement in Games and Simulations for Learning; 6. Measuring and Increasing Self-Efficacy in a Game; 7. Measuring and Increasing Interest in a Game; 8. Metrics for Assessment in the Navy Life Game
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
Nonadaptive Version;Assessment issues in simulations and games;OLS Regression;metrics;Stratum II;testing and assessment;Engineering Problem Solving;games and simulations;Vocational Psychology;Eva L. Baker;Game Based Learning Research;Harold F. O'Neil;Cattell Horn Carroll Model;Ray Perez;Training Lengths;Steve Watson;Biological Band;psychometrics;Entertainment Video Games;qualitative assessment;Bayesian IRT;quantitative assessment;Problem Solving Tasks;educational psychology;Adaptive Game;educational technology;Self-reported Engagement;system architecture;Symbol Search Task;immersive systems;Adaptive Version;educational games;Bench Test;simulations;Posttest Scores;video games;Video Game Experience;serious games;Video Game Play;digital learning;Raven's Advanced Progressive Matrices;student needs;Van Iddekinge;cognitive ability;Pedagogical Agent;cognitive skills;Playback;adult learning;Technology Enhanced Learning Environments;intelligence;student motivation;creativity;Postsecondary education;Military psychology;Educational simulations
Editors' Preface; Part I: Cognitive Metrics; 1. Video Games and Higher Cognition; 2. Teaching and Assessing Young Gamers' Engineering Problem Solving Using Interactive Simulation Games; 3. Adaptation Evidence From a Digital Physics Game; Part II: Affective Metrics; 4. Metrics of Motivation in Simulations or Game Environments; 5. Metrics for Engagement in Games and Simulations for Learning; 6. Measuring and Increasing Self-Efficacy in a Game; 7. Measuring and Increasing Interest in a Game; 8. Metrics for Assessment in the Navy Life Game
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
Nonadaptive Version;Assessment issues in simulations and games;OLS Regression;metrics;Stratum II;testing and assessment;Engineering Problem Solving;games and simulations;Vocational Psychology;Eva L. Baker;Game Based Learning Research;Harold F. O'Neil;Cattell Horn Carroll Model;Ray Perez;Training Lengths;Steve Watson;Biological Band;psychometrics;Entertainment Video Games;qualitative assessment;Bayesian IRT;quantitative assessment;Problem Solving Tasks;educational psychology;Adaptive Game;educational technology;Self-reported Engagement;system architecture;Symbol Search Task;immersive systems;Adaptive Version;educational games;Bench Test;simulations;Posttest Scores;video games;Video Game Experience;serious games;Video Game Play;digital learning;Raven's Advanced Progressive Matrices;student needs;Van Iddekinge;cognitive ability;Pedagogical Agent;cognitive skills;Playback;adult learning;Technology Enhanced Learning Environments;intelligence;student motivation;creativity;Postsecondary education;Military psychology;Educational simulations