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Serious Games, Interaction and Simulation : 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers / edited by Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Carvalho, Carlos Vaz de, editor.
Escudeiro, Paula, editor.
Coelho, António (António Fernando Vasconcelos Cunha Castro), editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
Lecture notes of the Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering 1867-8211 ; 176.
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 1867-8211 ; 176
Language:
English
Subjects (All):
Education--Data processing.
Education.
User interfaces (Computer systems).
Artificial intelligence.
Computers and civilization.
Optical data processing.
Educational technology.
Computers and Education.
User Interfaces and Human Computer Interaction.
Artificial Intelligence.
Computers and Society.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Educational Technology.
Local Subjects:
Computers and Education.
User Interfaces and Human Computer Interaction.
Artificial Intelligence.
Computers and Society.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Educational Technology.
Physical Description:
1 online resource (XIV, 157 pages) : 54 illustrations.
Edition:
First edition 2017.
Contained In:
Springer eBooks
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2017.
System Details:
text file PDF
Summary:
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.
Contents:
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.
Other Format:
Printed edition:
ISBN:
978-3-319-51055-2
9783319510552
Access Restriction:
Restricted for use by site license.

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