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Intro
Preface
Organization
Contents
Learning Psychology
Flow and Self-efficacy in a Serious Game for STEM Education
1 Introduction
2 Methods
2.1 The Serious Game Lights Out
2.2 Participants and Design
2.3 Instruments
2.4 Statistical Analysis
3 Results
3.1 Comparing Treatments
3.2 Changes in Self-efficacy Expectancy
3.3 Comparing Genders
3.4 Relationship Between Self-concept, Self-efficacy and Flow
4 Discussion and Next Steps
References

Gaming Experience as a Nuisance or Confounding Variable in Serious Games for Research: Creating a Scale Measuring RTS Experience in a Serious Game Exploring the Sunk Cost Effect
1 Introduction
1.1 The Potential Influence of Experience in Serious Games for Research
1.2 The Construct of RTS Experience
1.3 The Sunk Cost Effect: RTS Experience as a Nuisance or Confounding Variable
2 Validating the Construct of RTS Experience
2.1 Method
2.2 Results
3 Discussion
3.1 Construct Validity
3.2 RTS Experience as a Nuisance Variable
3.3 Future Work
3.4 Conclusion

Appendix
References
Designing Effective Playful Collaborative Science Learning in VR
1 Introduction
2 Designing Playful Collaborative Learning Experiences in VR
2.1 Affordances of VR for Learning
2.2 Looking Inside Cells
2.3 Interaction Design
2.4 Collaboration Design
2.5 Emotional Design
3 Technical Implementation
3.1 Game Front-End
3.2 Client-Server Communication
3.3 Corelink Network Framework
4 Conclusion
References
Design Aspects
Academy Camp VR: Serious Game Constructions as Active Learning Experiences for Children
1 Introduction

2 Background
2.1 Constructionist Approach
2.2 Tools for VR World Constructions
3 Academy Camp VR Cells
3.1 Project
3.2 VR World Construction
3.3 Game Design
3.4 Game Experiences
4 Conclusions
References
Providing Applied Games Based on Didactical Structural Templates
1 Introduction
1.1 Motivation, Problem Statement, and Approach
1.2 Methodology
2 Concepts and Technologies
2.1 Didactical Structural Templates
2.2 Learning Tools Interoperability
2.3 Provide an Applied Game Based on a Complete DST
3 Conceptual Work
4 Prototypical Implementation

5 Conclusion
5.1 Future Work
References
Couch Fitness Heroes
Examining Fitness Exergame Motivational Concepts and Player Monitoring
1 Introduction
2 Basic Aspects of Serious Games in Sports
3 Categorization and Selection of Representative Applications
3.1 Outdoor Cardio Training
3.2 Indoor Training
Workout Apps
3.3 Indoor Cardio Training
Exergames
4 Discussion, Summary, and Final Remarks
References
Game Design
Design Considerations of Learning Resources: Improving Learning and Engagement of Students with Visual Impairments
1 Introduction

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