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Serious Games and Edutainment Applications 2011
- Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain:
Serious Games and Edutainment Applications. Springer 2011, ISBN 978-1-447-12160-2
Part 1 / Introduction
- Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain:
Innovations in Serious Games for Future Learning. 3-7 - Sara de Freitas, Fotis Liarokapis:
Serious Games: A New Paradigm for Education? 9-23 - Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Olivier Rampnoux:
Origins of Serious Games. 25-43 - Konstantin Mitgutsch:
Serious Learning in Serious Games - Learning In, Through, and Beyond Serious Games. 45-58
Part 2 / Theories and reviews
- Christine Bachen, Chad Raphael:
Social Flow and Learning in Digital Games: A Conceptual Model and Research Agenda. 61-84 - Hanno Hildmann, Jule Hildmann:
A Formalism to Define, Assess and Evaluate Player Behaviour in Mobile Device Based Serious Games. 85-106 - Rafael J. Martínez-Durá, Miguel Arevalillo-Herráez, Ignacio García-Fernández, Miguel Ángel Gamón-Giménez, Ángel Rodríguez-Cerro:
Serious Games for Health and Safety Training. 107-124 - Jule Hildmann, Hanno Hildmann:
Augmenting Initiative Game Worlds with Mobile Digital Devices. 125-146
Part 3 / Custom-made games and case studies
- Sylvester Arnab, Panagiotis Petridis, Ian Dunwell, Sara de Freitas:
Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction. 149-167 - Keith K. Millis, Carol Forsyth, Heather Butler, Patty Wallace, Arthur C. Graesser, Diane F. Halpern:
Operation ARIES!: A Serious Game for Teaching Scientific Inquiry. 169-195 - Carolina Islas Sedano, Jan M. Pawlowski, Erkki Sutinen, Mikko Vinni, Teemu Henrikki Laine:
From Global Games to Re-contextualized Games: The Design Process of TekMyst. 197-223 - Aidan Sliney, Dave Murphy:
Using Serious Games for Assessment. 225-243 - Karla Muñoz, Paul McKevitt, Tom Lunney, Julieta Noguez, Luis Neri:
Designing and Evaluating Emotional Student Models for Game-Based Learning. 245-271 - Tim Marsh, Li Zhiqiang Nickole, Eric Klopfer, Chuang Xuejin, Scot Osterweil, Jason Haas:
Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters. 273-288
Part 4 / Use of Commercial-off-the-shelf (COTS) games in Education
- Kae Novak, Rurik Nackerud:
Choosing a Serious Game for the Classroom: An Adoption Model for Educators. 291-308 - Sara Cortés Gómez, Rut Martínez Borda, Pilar Lacasa:
Learning Narratives with Harry Potter. "Manuel de Fallas's The Prophet Newspaper". 309-327 - Alexandra Carter:
Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom. 329-346 - Mario Soflano:
Modding in Serious Games: Teaching Structured Query Language (SQL) Using NeverWinter Nights. 347-368 - Peter Russell Bloomfield:
Expanding a VLE-Based Integration Framework Supporting Education in Second Life. 369-396
Part 5 / Social aspects and Gamification
- Richard N. Landers, Rachel C. Callan:
Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training. 399-423 - Therese Charles, David W. Bustard, Michaela M. Black:
Experiences of Promoting Student Engagement Through Game-Enhanced Learning. 425-445 - Matt Smith:
What Computing Students Can Learnby Developing Their Own Serious Games. 447-480 - Vanessa Camilleri, Leonard Busuttil, Matthew Montebello:
Social Interactive Learning in Multiplayer Games. 481-501
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