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E-Learning and Games for Training, Education, Health and Sports : 7th International Conference, Edutainment 2012, and 3rd International Conference, GameDays 2012, Darmstadt, Germany, September 18-20, 2012, Proceedings / edited by Stefan Göbel, Wolfgang Mueller, Bodo Urban, Josef Wiemeyer.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Göbel, Stefan, Editor.
Mueller, Wolfgang, Editor.
Urban, Bodo., Editor.
Wiemeyer, Josef., Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 7516
Information Systems and Applications, incl. Internet/Web, and HCI ; 7516
Language:
English
Subjects (All):
Microcomputers.
Education-Data processing.
User interfaces (Computer systems).
Human-computer interaction.
Application software.
Multimedia systems.
Computer graphics.
Personal Computing.
Computers and Education.
User Interfaces and Human Computer Interaction.
Computer and Information Systems Applications.
Multimedia Information Systems.
Computer Graphics.
Local Subjects:
Personal Computing.
Computers and Education.
User Interfaces and Human Computer Interaction.
Computer and Information Systems Applications.
Multimedia Information Systems.
Computer Graphics.
Physical Description:
1 online resource (XVIII, 194 pages) : 68 illustrations
Edition:
1st ed. 2012.
Contained In:
Springer Nature eBook
Place of Publication:
Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2012.
System Details:
text file PDF
Summary:
This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.
Contents:
Collaborative Virtual Environments for Training: A Unified Interaction Model for Real Humans and Virtual Humans
Developing a Situated Virtual Reality Simulation for Telerobotic Control and Training
Game Mastering in Collaborative Multiplayer Serious Games
Implementing High-Resolution Adaptivity in Game-Based Learning
Game-Based Teaching and Learning Turning High-Schools into Laboratories? Lessons Learnt from Studies of Instructional Effectiveness of Digital Games in the Curricular Schooling System
Application of NXT Based Robots for Teaching Java-Based Concurrency
The Effect of Learning Mechanics Design on Learning Outcomes in a Computer-Based Geometry Game
A Serious Game for Architectural Knowledge in the Classroom
Evaluation of Competence Development in WoW
"This Game Is Girly!" Perceived Enjoyment and Student Acceptance of Edutainment
Emerging Learning and Gaming Technologies Towards a Social Game Interaction Taxonomy: A Social Gaming Approach towards Peer Knowledge Sharing and Participation in Serious Games
Mobile Worlds: Mobile Gaming and Learning?
Science and Technology Communication Activities by Using 3D Image Projection System
Potentials of a Low-Cost Motion Analysis System for Exergames in Rehabilitation and Sports Medicine
Authoring Tools and Mechanisms Puzzle-it: An HTML5 Serious Games Platform for Education: Puzzle Based Serious Games for Education
Authoring of Serious Adventure Games in StoryTec
Designing an Interactive Storytelling Game
Towards Puzzle Templates for Multiplayer Adventures
Context-Sensitive User-Centered Scalability: An Introduction Focusing on Exergames and Assistive Systems in Work Contexts
The Impact of Different Gaming Interfaces on Spatial Experience and Spatial Presence - A Pilot Study
Perceptual and Computational Time Models in Game Design for Time Orientation in Learning Disabilities
StoryTec: Authoring Adaptive Cross-Platform Games
Veni, Vidi, VICERO - But Where to Start?
Other Format:
Printed edition:
ISBN:
978-3-642-33466-5
9783642334665
Access Restriction:
Restricted for use by site license.

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