Liebe Besucherinnen und Besucher,
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Ihr Team von Sack Fachmedien
Buch, Englisch, Band 176, 157 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 2701 g
6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers
Buch, Englisch, Band 176, 157 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 2701 g
ISBN: 978-3-319-51054-5
Verlag: Springer
This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016.
The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Informatik Künstliche Intelligenz
- Mathematik | Informatik EDV | Informatik Informatik Mensch-Maschine-Interaktion
- Mathematik | Informatik EDV | Informatik EDV & Informatik Allgemein E-Learning
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik E-Learning, Bildungstechnologie
Weitere Infos & Material
Using Games for the Phonetics Awareness of Children with Down syndrome.- Playful and gameful learning in a hybrid space.- Improving the learning of child movements through games.- ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children.- The Importance of Socio-emotional Agency in Applied Games for Social Learning.- Learning Analytics Model in a Casual Serious Game for Computer Programming Learning.- GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Intellectual Disabilities.- Automatic Extraction of Gameplay Design Expertise: an Approach Based on Semantic Annotation.- Designing game strategies: An analysis from knowledge management in software development contexts.- Neurocognitive stimulation Game: Serious game for neurocognitive stimulation and assessment.- The Perspectives of Older People on Digital Gaming: Interactions with Console and Tablet-based Games.- A Serious Game for Digital Skill Building among Individuals at Risk, Promoting Employability and Social Inclusion.- Learning and Long-Term Retention of Task-Specific Training in a Non-injured Population Using the Computer Assisted Rehabilitation Environment (CAREN).- Sign Language Support – Adding a Gesture Library to the Leap Motion SDK.- VirtualSign Game Evaluation.- Towards an Ontology of Requirements for Pervasive Games Based Learning Systems: a Requirements Engineering Perspective.- Social Mpower: An Educational Game for Energy Efficiency.- Gamification at Scraim.- The LabRint Serious Game: A New Intelligence Analysis Methodology.




