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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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