2009

Serious Games on the Move

Editors:

ISBN: 978-3-211-09417-4 (Print) 978-3-211-09418-1 (Online)

Table of contents (15 chapters)

  1. Front Matter

    Pages I-XXV

  2. Designing serious games

    1. Front Matter

      Pages 1-1

    2. No Access

      Book Chapter

      Pages 3-25

      Designing Mobile Games for Learning: The mGBL Approach

    3. No Access

      Book Chapter

      Pages 27-41

      Lessons from Applied Drama: Conventions to Help Serious Games Developers

    4. No Access

      Book Chapter

      Pages 43-56

      A Virtual Infection Control Simulation: The Development of a Serious Game in the Health-Care Sector

    5. No Access

      Book Chapter

      Pages 57-71

      Learn to Play to Learn: Activity System as Reflection

    6. No Access

      Book Chapter

      Pages 73-89

      Narrative-Based Serious Games

    7. No Access

      Book Chapter

      Pages 91-104

      Definition of User Requirements concerning Mobile Learning Games within the mGBL Project

    8. No Access

      Book Chapter

      Pages 105-113

      Rapid Prototyping and Usability Problem Identification Using Low and High-Fidelity Prototypes

    9. No Access

      Book Chapter

      Pages 115-137

      Learning from mGBL — Cross Border Legal Implications for the Development of Games for Mobile Phones and Handheld Devices

    10. No Access

      Book Chapter

      Pages 139-146

      Potential Prejudice against Mobile Learning Games in Croatian University Teachers and Students

    11. No Access

      Book Chapter

      Pages 147-161

      mGBL Ethical Issues and Requirements

  3. Embedding serious games and virtual worlds within learning programmes

    1. Front Matter

      Pages 163-163

    2. No Access

      Book Chapter

      Pages 165-180

      Exploring the Second life of a Byzantine Basilica

    3. No Access

      Book Chapter

      Pages 181-192

      Learning Programming with an RTS-Based Serious Game

  4. Tools, technologies and platforms for game-based learning, including mobile game-based learning

    1. Front Matter

      Pages 193-193

    2. No Access

      Book Chapter

      Pages 195-208

      A Platform for Server-Side Support of Mobile Game-Based Learning

    3. No Access

      Book Chapter

      Pages 209-223

      Games and Mobile Technology in School-Based Learning: The Results of eMapps.com

    4. No Access

      Book Chapter

      Pages 225-233

      Secondary Assessment Data within Serious Games

  5. Back Matter

    Pages 234-238