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170303s2017 gw | s |||| 0|eng d |
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|a 9783319516455
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7 |
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|a 10.1007/978-3-319-51645-5
|2 doi
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040 |
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|a Sistema de Bibliotecas del Tecnológico de Costa Rica
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245 |
1 |
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|a Serious Games and Edutainment Applications :
|b Volume II /
|c edited by Minhua Ma, Andreas Oikonomou.
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250 |
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|a 1st ed. 2017.
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260 |
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|a Cham :
|b Springer International Publishing :
|b Imprint: Springer,
|c 2017.
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300 |
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|a XX, 702 p. 181 illus., 122 illus. in color. :
|b online resource.
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336 |
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|a text
|b txt
|2 rdacontent
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337 |
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
|2 rdacarrier
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|a 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.
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650 |
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0 |
|a User interfaces (Computer systems).
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650 |
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0 |
|a Computer simulation.
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650 |
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0 |
|a Computer graphics.
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650 |
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0 |
|a Education—Data processing.
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650 |
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0 |
|a Multimedia systems .
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650 |
1 |
4 |
|a User Interfaces and Human Computer Interaction.
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650 |
2 |
4 |
|a Simulation and Modeling.
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650 |
2 |
4 |
|a Computer Graphics.
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650 |
2 |
4 |
|a Computers and Education.
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650 |
2 |
4 |
|a Media Design.
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700 |
1 |
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|a Ma, Minhua.
|e editor.
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700 |
1 |
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|a Oikonomou, Andreas.
|e editor.
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710 |
2 |
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|a SpringerLink (Online service)
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773 |
0 |
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|t Springer eBooks
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