<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 entertainment applications
โ Scribed by Sear, John;Antonopoulos, Nick;Ma, Minhua
- Publisher
- Springer
- Year
- 2011
- Tongue
- English
- Leaves
- 502
- Category
- Library
No coin nor oath required. For personal study only.
โฆ 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.
โฆ Subjects
Computer games--Programming;Cloud computing;Computer games -- Programming
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<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
<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
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,
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,