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Serious Games and Edutainment Applications : Volume II / edited by Minhua Ma, Andreas Oikonomou.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Ma, Minhua, editor.
Oikonomou, Andreas, 1982- editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
Language:
English
Subjects (All):
User interfaces (Computer systems).
Computer simulation.
Computer graphics.
Education--Data processing.
Education.
Multimedia systems.
User Interfaces and Human Computer Interaction.
Simulation and Modeling.
Computer Graphics.
Computers and Education.
Media Design.
Local Subjects:
User Interfaces and Human Computer Interaction.
Simulation and Modeling.
Computer Graphics.
Computers and Education.
Media Design.
Physical Description:
1 online resource (XX, 702 pages) : 181 illustrations, 122 illustrations in color
Edition:
First edition 2017.
Contained In:
Springer eBooks
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2017.
System Details:
text file PDF
Summary:
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field.Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Contents:
Foreword
Section I: Serious Games and Emotion
Rising to the Challenge: An Emotion-Driven Approach Towards Adaptive Serious Games
The Emotion Detectives Game: Supporting the Socio-Emotional Competence of Young Children
Section II: Games for Music Education
Designing Music Games and Mobile Apps for Early Music Learning
Shake and create: Re-Appropriating Video Game Technologies for the Enactive Learning of Music
Section III: Games for Medical Education and Training
Digitisation of Anatomical Specimens and Historical Pathology Specimens for Educational Benefit
Towards the Development of a Virtual Reality Simulator with Haptic Force Feedback for Training in Stereotactic Brain Biopsies
Interaction and Communication in an Immersive Learning Game: The Challenges of Modelling Real-Time Collaboration in a Virtual Operating Room
Oculus Surgery : Application of Oculus Rift and Leap Motion in Surgical Training
Creation of e-tutorials to enhance medical student Anatomy learning experience using Articulate Storyline 2
Section IV: Game Based Learning in Various Subjects
Tipping the Scales: Classroom Feasibility of the Radix Endeavor Game
Al-Kimia: How to Create a Video Game to Help High-School Students Enjoy Chemistry
Designing virtual worlds for learning history: the case-study of NetConnect project
Section V: Serious Games for Children and Adolescents
Intelligent Behaviors of Virtual Characters in Serious Games for Child Safety Education
Using Serious Games to (re)train Cognition in Adolescents
Promoting Healthy Adolescent Lifestyles through Serious Games: Enacting a Multidisciplinary Approach
Digital Games in Early Childhood: Broadening Definitions of Learning, Literacy and Play
Section VI: Serious Games for Serious Topics
Walk a Mile in My Shoes": A Virtual World Exercise for Fostering Students' Subjective Understandings of the Experiences of People of Color
Question-answering Virtual Humans based on Pre-recorded Testimonies for Holocaust Education
A Driving Simulator Designed for the Care of Truckers Suffering from Post-Traumatic Stress Disorder
Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design: The Architectural Portal of People's Narratives
Section VII: Gamification
How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning
Why Gamification Fails in Education and How to Make it Successful: Introducing 9 Gamification Heuristics based on Self-Determination Theory
Section VIII: Assessment of Serious Games
Factors Associated with Player Satisfaction and Educational Value of Serious Games
Learning Analytics as an Assessment Tool in Serious Game: A Literature Review
Section IX: Narrative Design
Creating Story-Based Serious Games Using a Controlled Natural Language Domain Specific Modeling Language
Immersion and Narrative Design in Educational Games Across Cultures
Section X: Review and Methodology
"I Just Don't Know Where to Begin"
Designing to Facilitate the Educational Use of Commercial, Off-the-Shelf Videogames
The Role of the Teacher in Game-Based Learning: A Review and Outlook
Building Context-Aware Gamified Apps by Using Ontologies as Unified Representation and Reasoning based Models.
Other Format:
Printed edition:
ISBN:
978-3-319-51645-5
9783319516455
Access Restriction:
Restricted for use by site license.

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