E-Book, Englisch, 504 Seiten, eBook
Ma / Oikonomou / Jain Serious Games and Edutainment Applications
1. Auflage 2011
ISBN: 978-1-4471-2161-9
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark
E-Book, Englisch, 504 Seiten, eBook
ISBN: 978-1-4471-2161-9
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Graduate
Autoren/Hrsg.
Weitere Infos & Material
Part I – Introduction .- Innovations in Serious Games for Future Learning.- Serious Games: A New Paradigm for Education?.- Origins of Serious Games.- Serious Learning in Serious Games.- Part II – Theories and Reviews .- Social Flow and Learning in Digital Games: A Conceptual Model and Research Agenda.- A Formalism to Define, Assess and Evaluate Player Behaviour in Mobile Device Based Serious Games.- Serious Games for Health and Safety Training.- Augmenting Initiative Game Worlds with Mobile Digital Devices.- Part III – Custom-Made Games and Case Studies .- Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction.- Operation ARIES!: A Serious Game for Teaching Scientific Inquiry.- From Global Games to Re-contextualized Games: The Design Process of TekMyst.- Using Serious Games for Assessment.- Designing and Evaluating Emotional Student Models for Game-Based Learning.- Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters.- Part IV – Use of Commercial-Off-the-Shelf (COTS) Games in Education .- Choosing a Serious Game for the Classroom: An Adoption Model for Educators.- Learning Narratives with Harry Potter. “Manuel de Fallas’s The Prophet Newspaper”.- Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom.- Modding in Serious Games: Teaching Structured Query Language (SQL) Using NeverWinter Nights.- Expanding a VLE-Based Integration Framework Supporting Education in Second Life.- Part V – Social Aspects and Gamification .- Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training.- Experiences of Promoting Student Engagement Through Game-Enhanced Learning.- What Computing Students Can Learn by Developing Their Own Serious Games.- Social Interactive Learning in Multiplayer Games.-Index.