2011

Serious Games and Edutainment Applications

Editors:

ISBN: 978-1-4471-2160-2 (Print) 978-1-4471-2161-9 (Online)

Table of contents (23 chapters)

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  1. Front Matter

    Pages i-xvi

  2. Introduction

    1. Front Matter

      Pages 1-1

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      Book Chapter

      Pages 3-7

      Innovations in Serious Games for Future Learning

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      Book Chapter

      Pages 9-23

      Serious Games: A New Paradigm for Education?

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      Pages 25-43

      Origins of Serious Games

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      Book Chapter

      Pages 45-58

      Serious Learning in Serious Games

  3. Theories and reviews

    1. Front Matter

      Pages 59-59

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      Book Chapter

      Pages 61-84

      Social Flow and Learning in Digital Games:A Conceptual Model and Research Agenda

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      Book Chapter

      Pages 85-106

      A Formalism to Define, Assess and Evaluate Player Behaviour in Mobile Device Based Serious Games

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      Book Chapter

      Pages 107-124

      Serious Games for Health and Safety Training

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      Pages 125-146

      Augmenting Initiative Game Worlds with Mobile Digital Devices

  4. Custom-made games and case studies

    1. Front Matter

      Pages 147-147

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      Pages 149-167

      Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction

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      Pages 169-195

      Operation ARIES!: A Serious Game for Teaching Scientific Inquiry

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      Book Chapter

      Pages 197-223

      From Global Games to Re-contextualized Games: The Design Process of TekMyst

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      Pages 225-243

      Using Serious Games for Assessment

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      Pages 245-271

      Designing and Evaluating Emotional Student Models for Game-Based Learning

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      Book Chapter

      Pages 273-288

      Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters

  5. Use of Commercial-off-the-shelf (COTS) games in Education

    1. Front Matter

      Pages 289-289

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      Book Chapter

      Pages 291-308

      Choosing a Serious Game for the Classroom:An Adoption Model for Educators

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      Book Chapter

      Pages 309-327

      Learning Narratives with Harry Potter. “Manuel de Fallas’s The Prophet Newspaper”

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      Book Chapter

      Pages 329-346

      Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom

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      Book Chapter

      Pages 347-368

      Modding in Serious Games: Teaching Structured Query Language (SQL) Using NeverWinter Nights

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      Book Chapter

      Pages 369-396

      Expanding a VLE-Based Integration Framework Supporting Education in Second Life

  6. Social aspects and Gamification

    1. Front Matter

      Pages 397-397

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      Book Chapter

      Pages 399-423

      Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training

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