Serious Games and Edutainment Applications

Serious Games and Edutainment Applications

Volume II

Oikonomou, Andreas; Ma, Minhua

Springer International Publishing AG

07/2018

702

Mole

Inglês

9783319847085

15 a 20 dias

Descrição não disponível.
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 ModelingLanguage.- 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.
3D graphics and visualisation;education;game design;game programming;serious games