Cover image for Computer Games : Learning Objectives, Cognitive Performance and Effects on Development.
Computer Games : Learning Objectives, Cognitive Performance and Effects on Development.
Title:
Computer Games : Learning Objectives, Cognitive Performance and Effects on Development.
Author:
Soria, Agustin.
ISBN:
9781617611780
Personal Author:
Physical Description:
1 online resource (219 pages)
Series:
Computer Science, Technology and Applications
Contents:
COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- LIBRARY OF CONGRESS CATALOGING-IN-PUBLICATION DATA -- CONTENTS -- PREFACE -- Chapter 1EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES -- Abstract -- 1. Introduction -- 2. Model -- 2.1. Game Application Model -- 2.2. Game Load Complexity Model -- 2.3. Game Hosting Model -- 2.4. Complete Game Ecosystem Model -- 3. Architecture -- 4. Monitoring -- 4.1. Real-Time Metrics -- 4.2. Monitored Entities -- 4.2.1. Host Entity -- 4.2.2. Game Process Entity -- 4.2.3.Game Local Session Entity -- 4.3. Monitoring Method -- 5. Load Prediction -- 5.1. Predictor Families -- 5.2. Prediction Method -- 5.3. Neural Network-Based Prediction -- 5.3.1. Preprocessor -- 5.3.2. Signal Expander -- 5.3.3. Neural Network -- 5.3.4. Postprocessor -- 5.3.5. Utilisation -- 5.3.6. Complexity Analysis -- 5.4. Implementation -- 5.5. Distributed FPS Game Simulator -- 5.6. Neural Network Tuning -- 5.6.1. Network Type -- 5.6.2. Network Structure -- 5.6.3. Transfer Function -- 5.6.4. Signal Expanding -- 5.7. Prediction Results -- 6. Capacity Management -- 6.1. Processor Load Model -- 6.2. Memory Load Model -- 6.3. Network Load Model -- 6.4. General Load Model -- 7. Resource Allocation -- 8. Conclusions -- References -- Chapter 2A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES -- Abstract -- Introduction -- Game Categorization -- Epistemic Patterns -- Pattern List -- Arranging -- Assigning -- Collecting -- Comparing -- Composing -- Filtering -- Linking -- Probing -- Searching -- Selecting -- Analysis of Games Using These Patterns -- Adventures of Lolo1 -- Bejeweled2 -- Blocksum3 -- Bookworm4 -- Civilization IV5 -- The Incredible Machine6 -- Legend of Zelda: Ocarina of Time7 -- Myst8.

Pacman9 -- Step-By-Step10 -- Tetris11 -- Conclusion -- References -- Chapter 3 PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD -- Abstract -- Introduction -- Digital Game Playing and Emotion Regulation -- Patterns of Playing Digital Games and Depressed Mood -- The Current Study -- Methods -- Participants -- Study Procedure -- Measures -- Results -- Descriptive Results -- Digital Game Playing Patterns -- Digital Game Playing Patterns and Depressed Mood -- Conclusion -- Acknowledgements -- References -- Chapter 4VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING -- Abstract -- Introduction -- Scope of this Chapter -- Video Games for Learning -- Video Games for Health -- Concrete Versus Conceptual Games -- Learning Theory and Health Game Design -- The Example of Re-Mission -- Symbolic Self Modeling in Re-Mission -- Other Learning Principles in Re-Mission -- Conclusion -- References -- Chapter 5DREAMS AND VIDEO GAME PLAY1 -- Abstract -- Introduction -- Lucid - Control Dreams -- Hard Core Gamer Interviews -- Dream Bizarreness -- Nightmares and Threat Simulation -- Conclusions and Implications -- References -- Chapter6RACINGGAMES -- Abstract -- 1.Do NotWaitforYourTurn -- 2.Players -- 3.CursorControl -- 4.HowtoMove -- 5.Parameters -- 5.1.TimeDelays -- 5.2.CursorModes -- 6.VarietyofRacingGames -- 7.AdjustmentofParameters -- 8.ComputerPlayswithItself -- Chapter7PREDICTINGFOREIGNEXCHANGETIMESERIESWITHANEXTENDEDISINGMODEL -- Abstract -- 1.Introduction -- 2.ProbabilisticComputationalAgents -- 2.1.ExtendedIsingPrior -- 2.2.Inference -- 3.ModelParametrisation -- 3.1.Choosing -- 3.2.OtherParameters -- 4.IntrinsicTimeScale -- 5.Simulations -- 6.Conclusions -- Acknowledgements -- References -- Chapter8EXPLORINGTHEEDUCATIONALPOSSIBILITIESOFCOMPUTERGAMESFOR7THGRADEMATH -- Abstract -- 1.Introduction.

2.Background:ComputerGamesinEducation -- 3.TheMathGame -- 3.1.TheGameSetting -- 3.2.TheMathematicsContentsoftheGame -- 3.2.1.PracticalConsiderations -- 3.2.2.ASuitableTopic -- 3.3.EvaluationoftheDesignfromaDidacticalPerspective -- 4.TheDesignoftheQuestions -- 4.1.DeterminingtheDifficultyLevel -- 4.2.QuestionandNumberFormats -- 4.3.ExampleofaProblemTypeDefinition -- 4.4.DesignoftheFalseAlternatives -- 5.UserTesting -- 5.1.TheFirstTrial -- 5.2.TheSecondTrial -- 5.3.TheThirdTrial -- 6.Results -- 6.1.TheQuestionnaires -- 6.2.TheDiagnosticTests -- 7.Conclusion -- Acknowledgements -- A.ACompleteListoftheQuestionTypes -- References -- INDEX.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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