Serious Games and Edutainment Applications
The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering,...
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Other Authors: | , , |
Format: | Electronic eBook |
Language: | English |
Published: |
London :
Springer London,
2011.
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Subjects: | |
Online Access: | Full Text via HEAL-Link |
Table of Contents:
- 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.