Serious Games and Edutainment Applications : Volume II /

Detalles Bibliográficos
Autor Corporativo: SpringerLink (Online service)
Otros Autores: Ma, Minhua. (Editor ), Oikonomou, Andreas. (Editor )
Formato: eBook
Lenguaje:English
Publicado: Cham : Springer International Publishing : Imprint: Springer, 2017.
Edición:1st ed. 2017.
Materias:
Tabla de Contenidos:
  • 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.