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  • © 2011

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

  • Written by experts, Gives a modern approach, Comprehensive in Scope

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Table of contents (16 chapters)

  1. Front Matter

    Pages i-xii
  2. Self-Regulation Within Game-Based Learning Environments

    • John Nietfeld, Lucy R. Shores
    Pages 19-42
  3. The Wild West of Assessment

    • Christopher J. Ferguson
    Pages 43-56
  4. Diagrammatic Inquiry

    • Owen Kelly
    Pages 57-73
  5. Assessing Serious Educational Games

    • Leonard A. Annetta, Richard Lamb, Marcus Stone
    Pages 75-93
  6. Game Assesement using the E/E Grid

    • Ricardo Javier Rademacher Mena
    Pages 95-117
  7. Assessment Using After-action Review

    • Randy Brown
    Pages 119-129
  8. Usability and Play Testing

    • Scott Warren, Greg Jones, Lin Lin
    Pages 131-146
  9. Change is Constant; The Game is Serious

    • Kristen Cromer
    Pages 147-157
  10. Learning in Virtual Worlds

    • Margaret Corbit, Jennifer Wofford, Suzanne Kolodziej
    Pages 159-174
  11. Endogenous Learning in Multi User Virtual Environments

    • Dave R. Dannenberg, Michael A. Evans
    Pages 189-199
  12. Art Education Avatars in Action

    • Lilly Lu
    Pages 201-219
  13. Assessing Learning and Identity in Augmented Reality Science Games

    • Matt Dunleavy, Brittney Simmons
    Pages 221-240
  14. Semi-virtual Embodied Learning-Real World STEM Assessment

    • Mina C. Johnson-Glenberg, David Birchfield, Philippos Savvides, Colleen Megowan-Romanowicz
    Pages 241-257

About this book

In 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.

Editors and Affiliations

  • George Mason University, Fairfax, USA

    Leonard Annetta

  • Clemson University, Clemson, USA

    Stephen C. Bronack

Bibliographic Information

  • Book Title: Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

  • Editors: Leonard Annetta, Stephen C. Bronack

  • DOI: https://doi.org/10.1007/978-94-6091-329-7

  • Publisher: SensePublishers Rotterdam

  • eBook Packages: Humanities, Social Sciences and Law, Education (R0)

  • Copyright Information: SensePublishers 2011

  • eBook ISBN: 978-94-6091-329-7Published: 22 July 2011

  • Edition Number: 1

  • Number of Pages: XII, 286

  • Topics: Educational Technology

Societies and partnerships

Buy it now

Buying options

eBook USD 49.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Other ways to access