Serious Games and Edutainment Applications : Volume II /
Autor Corporativo: | |
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Otros Autores: | , |
Formato: | eBook |
Lenguaje: | English |
Publicado: |
Cham :
Springer International Publishing : Imprint: Springer,
2017.
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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.