Serious Games and Edutainment Applications : Volume II - Ma, Minhua; Oikonomou, Andreas; SpringerLink (Online service) (Cham : Springer International Publishing : Imprint: Springer, 2017)
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.
Keywords: User interfaces (Computer systems).; Computer simulation; Computer graphics; Education-Data processing; Multimedia systems .; User Interfaces and Human Computer Interaction; Simulation and Modeling; Computer Graphics; Computers and Education; Media Design