This work gathers the latest research on cognitive, metacognitive, and social aspects of serious games in educational applications. International contributors offer perspectives from educational technology, instructional design, therapeutic games, and instructional psychology. Material is organized in sections on theoretical perspectives, cognitive and psychological perspectives, instructional design perspectives, and teaching and learning perspectives. Some areas discussed are educational games for critical thinking, a game-based approach to teaching social problem-solving skills, assessing engagement in game-based learning, and characteristics of adolescent and young adult mobile game players.
– Protoview Reviews