๐”– Scriptorium
โœฆ   LIBER   โœฆ

๐Ÿ“

Serious games and entertainment applications

โœ Scribed by Sear, John;Antonopoulos, Nick;Ma, Minhua


Publisher
Springer
Year
2011
Tongue
English
Leaves
502
Category
Library

โฌ‡  Acquire This Volume

No coin nor oath required. For personal study only.

โœฆ 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.

โœฆ Subjects


Computer games--Programming;Cloud computing;Computer games -- Programming


๐Ÿ“œ SIMILAR VOLUMES


Serious Games and Edutainment Applicatio
โœ Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain (auth.), Minhua Ma, Andreas Oikonom ๐Ÿ“‚ Library ๐Ÿ“… 2011 ๐Ÿ› Springer-Verlag London ๐ŸŒ English

<p><p>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, enginee

Serious games and edutainment applicatio
โœ Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain (auth.), Minhua Ma, Andreas Oikonom ๐Ÿ“‚ Library ๐Ÿ“… 2011 ๐Ÿ› Springer-Verlag London ๐ŸŒ English

<p><p>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, enginee

Serious Games and Edutainment Applicatio
โœ Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain (auth.), Minhua Ma, Andreas Oikonom ๐Ÿ“‚ Library ๐Ÿ“… 2011 ๐Ÿ› Springer-Verlag London ๐ŸŒ English

<p><p>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, enginee

Serious Games and Edutainment Applicatio
โœ Minhua Ma; Andreas Oikonomou; Lakhmi C. Jain ๐Ÿ“‚ Library ๐Ÿ“… 2011 ๐Ÿ› Springer Science & Business Media ๐ŸŒ English

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,

Serious Games and Edutainment Applicatio
โœ Minhua Ma; Andreas Oikonomou; Lakhmi C Jain ๐Ÿ“‚ Library ๐Ÿ“… 2011 ๐Ÿ› Springer Science & Business Media ๐ŸŒ English

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,