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Cover; Contents; Figures and Tables; Foreword; Preface; 1 Serious Games
What, Why, How and Who?; Are games really the sophisticated training solution I'm looking for?; Personal motivations; So why now?; If you only read one section of this book, make it this one!; So who's using them?; Education; Environmentalism; Crowdsourcing problem-solving/information; So where's the evidence?; Summary; 2 If I "Feel" It
I Remember It; The complexity of games; More popular than ever; Choice; Feedback; Pacing; Practice; Enjoyment or fun; Readiness; The state of flow; Summary.

3 So What Can You Do with Serious Games?Process: The Shell Process End 2 End Demonstration; Service: Gaming mechanics in practice: developing McDonald's award-winning till-training game; Charity: The Butterfly Project; Financial retail: Simulations for banking professionals; Vocational education : Using virtual and augmented reality; Health care: The Harm Free Game and The Dysphagia Game; Medical: Re-Mission; Market research: a face-to-face training simulation; Dental technology: Digital and board games for dental technicians; 4 A Look Behind the Scenes; Responding to a request for proposal.

Setting up your teamDesigning the solution; Concept development; High-level design; Detailed functional design; Application development; User acceptance testing; Launch; Creating a buzz!; Wrapping up; Top tips from those who have been there and done it!; Bug reporting guidelines; 5 The Case for Genuinely Blended Learning; Origins; It is to do with learning styles; It is to do with technology; Creating a true blend; Experiences creating blended programs; What does blended learning mean to you?; 6 How Was It for You?; Return on investment vs return on engagement; So where's the evidence?

The rise and rise of Serious GamesEnabling practice and empowering learners in education; Gamification; Virtual reality; Augmented reality; xAPI
the new standard for tracking; Concluding thoughts; References; Index.

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