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,...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Ma, Minhua (Επιμελητής έκδοσης), Oikonomou, Andreas (Επιμελητής έκδοσης), Jain, Lakhmi C. (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: London : Springer London, 2011.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • 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.