Serious Games and Edutainment Applications
Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain
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Zusammenfassungen
The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain.
Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.
Von Klappentext im Buch Serious Games and Edutainment Applications (2012) Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.
Kapitel
- 1. Innovations in Serious Games for Future Learning (Seite 3 - 7)
- 2. Serious Games: A New Paradigm for Education? (Seite 9 - 23) (Sara de Freitas, Fotis Liarokapis)
- 3. Origins of Serious Games (Seite 25 - 43) (Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Olivier Rampnoux)
- 4. Serious Learning in Serious Games (Seite 45 - 58) (Konstantin Mitgutsch)
- 5. Social Flow and Learning in Digital Games - A Conceptual Model and Research Agenda (Seite 61 - 84) (Christine M. Bachen, Chad Raphael)
- 6. A Formalism to Define, Assess and Evaluate Player Behaviour in Mobile Device Based Serious Games (Seite 85 - 106) (Hanno Hildmann, Jule Hildmann)
- 7. Serious Games for Health and Safety Training (Seite 107 - 124) (Rafael J. Martínez-Durá, Miguel Arevalillo-Herráez, Ignacio García-Fernández, Miguel A. Gamón-Giménez, Angel Rodríguez-Cerro)
- 8. Augmenting Initiative Game Worlds with Mobile Digital Devices (Seite 125 - 146) (Jule Hildmann, Hanno Hildmann)
- 9. Enhancing Learning in Distributed Virtual Worlds through Touch - A Browser-based Architecture for Haptic Interaction (Seite 149 - 167) (Sylvester Arnab, Panagiotis Petridis, Ian Dunwell, Sara de Freitas)
- 10. Operation ARIES! - A Serious Game for Teaching Scientific Inquiry (Seite 169 - 195) (Keith Millis, Carol Forsyth, Heather Butler, Patty Wallace, Arthur C. Graesser, Diane Halpern)
- 11. From Global Games to Re-contextualized Games - The Design Process of TekMyst (Seite 197 - 223) (Carolina Islas Sedano, Jan M. Pawlowski, Erkki Sutinen, Mikko Vinni, Teemu H. Laine)
- 12. Using Serious Games for Assessment (Seite 225 - 243) (Aidan Sliney, Dave Murphy)
- 13. Designing and Evaluating Emotional Student Models for Game-Based Learning (Seite 245 - 271) (Paul Mc Kevitt, Tom Lunney, Julieta Noguez, Luis Neri)
- 14. Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters (Seite 273 - 288) (Tim Marsh, Li Zhiqiang Nickole, Eric Klopfer, Chuang Xuejin, Scot Osterweil, Jason Haas)
- 15. Choosing a Serious Game for the Classroom - An Adoption Model for Educators (Seite 291 - 308) (Kae Novak, Rurik Nackerud)
- 16. Learning Narratives with Harry Potter - 'Manuel de Fallas´s The Prophet Newspaper (Seite 309 - 327) (Sara Cortés Gómez, Rut Martínez Borda, Pilar Lacasa)
- 17. Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom (Seite 329 - 346) (Alexandra Carter)
- 18. Modding in Serious Games - Teaching Structured Query Language (SQL) Using NeverWinter Nights (Seite 347 - 368) (Mario Soflano)
- 19. Expanding a VLE-Based Integration Framework Supporting Education in Second Life (Seite 369 - 396) (Peter R. Bloomfield)
- 20. Casual Social Games as Serious Games - The Psychology of Gamification in Undergraduate Education and Employee Training (Seite 399 - 423) (Richard N. Landers, Rachel C. Callan)
- 21. Experiences of Promoting Student Engagement Through Game-Enhanced Learning (Seite 425 - 445) (Therese Charles, David Bustard, Michael David Black)
- 22. What Computing Students Can Learnby Developing Their Own Serious Games (Seite 447 - 480) (Matt Smith)
- 23. Social Interactive Learning in Multiplayer Games (Seite 481 - 501) (Vanessa Camilleri, Leonard Busuttil, Matthew Montebello)
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Nicht erwähnte Begriffe | Digitalisierung, Eltern, Kinder, Lehrplan 21, Programmiersprachen, Schweiz, Universität, Unterricht |
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2 Erwähnungen
- GML2 2014 - Der Qualitätspakt E-Learning im Hochschulpakt 2020 (Nicolas Apostolopoulos, Harriet Hoffmann, Ulrike Mußmann, Wolfgang Coy, Andreas Schwill) (2014)
- IG Farben-Haus 3D (IGF3D) - Das Studium spielerisch erkunden (Markus Häfner)
- Second Handbook of Information Technology in Primary and Secondary Education (Joke Voogt, Gerald Knezek, Rhonda Christensen, Kwok-Wing Lai) (2018)
- 60. Evaluating Games for Classroom Use (Katrin Becker)
Volltext dieses Dokuments
Innovations in Serious Games for Future Learning: Artikel als Volltext bei Springerlink (: , 249 kByte; : ) | |
Operation ARIES!: A Serious Game for Teaching Scientific Inquiry: Artikel als Volltext bei Springerlink (: , 666 kByte; : ) | |
From Global Games to Re-contextualized Games: The Design Process of TekMyst: Artikel als Volltext bei Springerlink (: , 707 kByte; : ) | |
Using Serious Games for Assessment: Artikel als Volltext bei Springerlink (: , 644 kByte; : ) | |
Designing and Evaluating Emotional Student Models for Game-Based Learning: Artikel als Volltext bei Springerlink (: , 1205 kByte; : ) | |
Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters: Artikel als Volltext bei Springerlink (: , 545 kByte; : ) | |
Choosing a Serious Game for the Classroom:An Adoption Model for Educators: Artikel als Volltext bei Springerlink (: , 646 kByte; : ) | |
Learning Narratives with Harry Potter. 'Manuel de Fallas´s The Prophet Newspaperâ€: Artikel als Volltext bei Springerlink (: , 487 kByte; : ) | |
Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom: Artikel als Volltext bei Springerlink (: , 315 kByte; : ) | |
Modding in Serious Games: Teaching Structured Query Language (SQL) Using NeverWinter Nights: Artikel als Volltext bei Springerlink (: , 1375 kByte; : ) | |
Expanding a VLE-Based Integration Framework Supporting Education in Second Life: Artikel als Volltext bei Springerlink (: , 660 kByte; : ) | |
Serious Games: A New Paradigm for Education?: Artikel als Volltext bei Springerlink (: , 532 kByte; : ) | |
Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training: Artikel als Volltext bei Springerlink (: , 723 kByte; : ) | |
Experiences of Promoting Student Engagement Through Game-Enhanced Learning: Artikel als Volltext bei Springerlink (: , 682 kByte; : ) | |
What Computing Students Can Learnby Developing Their Own Serious Games: Artikel als Volltext bei Springerlink (: , 748 kByte; : ) | |
Social Interactive Learning in Multiplayer Games: Artikel als Volltext bei Springerlink (: , 352 kByte; : ) | |
Origins of Serious Games: Artikel als Volltext bei Springerlink (: , 418 kByte; : ) | |
Serious Learning in Serious Games: Artikel als Volltext bei Springerlink (: , 424 kByte; : ) | |
Social Flow and Learning in Digital Games:A Conceptual Model and Research Agenda: Artikel als Volltext bei Springerlink (: , 491 kByte; : ) | |
A Formalism to Define, Assess and Evaluate Player Behaviour in Mobile Device Based Serious Games: Artikel als Volltext bei Springerlink (: , 470 kByte; : ) | |
Serious Games for Health and Safety Training: Artikel als Volltext bei Springerlink (: , 497 kByte; : ) | |
Augmenting Initiative Game Worlds with Mobile Digital Devices: Artikel als Volltext bei Springerlink (: , 738 kByte; : ) | |
Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction: Artikel als Volltext bei Springerlink (: , 927 kByte; : ) |
Bibliographisches
Beat und dieses Buch
Beat hat dieses Buch während seiner Zeit am Institut für Medien und Schule (IMS) ins Biblionetz aufgenommen. Beat besitzt weder ein physisches noch ein digitales Exemplar. Aufgrund der vielen Verknüpfungen im Biblionetz scheint er sich intensiver damit befasst zu haben. Es gibt bisher nur wenige Objekte im Biblionetz, die dieses Werk zitieren.