Through 27 chapters, researchers working in technology, education, and other areas in the US, Canada, Europe, and Australia examine trends in game-based education in preschool through 12th grade classrooms. They discuss theoretical aspects, such as motivation to learn, inquiry-based STEM (science, technology, engineering, and math) learning, embodied learning principles, the concept of reality guides in game design frameworks, the use of templates in the design of an immersive virtual learning environment, kinesthetic gaming and cognition, and training teachers to become augmented reality game designers, followed by pedagogical concepts, including information literacy in virtual environments, disciplinarily-integrated games, the role of serious games
– ProtoView Reviews