Serious Games and Edutainment Applications

Author:   Minhua Ma ,  Andreas Oikonomou ,  Lakhmi C Jain
Publisher:   Springer London Ltd
ISBN:  

9781447158110


Pages:   504
Publication Date:   02 March 2014
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

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Serious Games and Edutainment Applications


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Full Product Details

Author:   Minhua Ma ,  Andreas Oikonomou ,  Lakhmi C Jain
Publisher:   Springer London Ltd
Imprint:   Springer London Ltd
Dimensions:   Width: 15.50cm , Height: 2.70cm , Length: 23.50cm
Weight:   0.789kg
ISBN:  

9781447158110


ISBN 10:   1447158113
Pages:   504
Publication Date:   02 March 2014
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Part I – Introduction.- Innovations in Serious Games for Future Learning.- Serious Games: A New Paradigm for Education?.- Origins of Serious Games.- Serious Learning in Serious Games.- Part II – Theories and Reviews.- Social Flow and Learning in Digital Games: A Conceptual Model and Research Agenda.- A Formalism to Define, Assess and Evaluate Player Behaviour in Mobile Device Based Serious Games.- Serious Games for Health and Safety Training.- Augmenting Initiative Game Worlds with Mobile Digital Devices.- Part III – Custom-Made Games and Case Studies.- Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction.- Operation ARIES!: A Serious Game for Teaching Scientific Inquiry.- From Global Games to Re-contextualized Games: The Design Process of TekMyst.- Using Serious Games for Assessment.- Designing and Evaluating Emotional Student Models for Game-Based Learning.- Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters.- Part IV – Use of Commercial-Off-the-Shelf (COTS) Games in Education.- Choosing a Serious Game for the Classroom: An Adoption Model for Educators.- Learning Narratives with Harry Potter. “Manuel de Fallas’s The Prophet Newspaper”.- Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom.- Modding in Serious Games: Teaching Structured Query Language (SQL) Using NeverWinter Nights.- Expanding a VLE-Based Integration Framework Supporting Education in Second Life.- Part V – Social Aspects and Gamification.- Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training.- Experiences of Promoting Student Engagement Through Game-Enhanced Learning.- What Computing Students Can Learn by Developing Their Own Serious Games.- Social Interactive Learning in Multiplayer Games.-Index.

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