Book 2017

Serious Games and Edutainment Applications

Volume II

Editors:

ISBN: 978-3-319-51643-1 (Print) 978-3-319-51645-5 (Online)

Table of contents (29 chapters)

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  1. Front Matter

    Pages i-xx

  2. Serious Games and Emotion

    1. Front Matter

      Pages 1-1

    2. No Access

      Chapter

      Pages 3-28

      Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games

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      Chapter

      Pages 29-53

      The Emotion Detectives Game: Supporting the Social-emotional Competence of Young Children

  3. Games for Music Education

    1. Front Matter

      Pages 55-55

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      Chapter

      Pages 57-75

      Designing Music Games and Mobile Apps for Early Music Learning

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      Chapter

      Pages 77-97

      Shake and Create: Reappropriating Video Game Technologies for the Enactive Learning of Music

  4. Games for Medical Education and Training

    1. Front Matter

      Pages 99-99

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      Chapter

      Pages 101-119

      Digitisation of Anatomical Specimens and Historical Pathology Specimens for Educational Benefit

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      Chapter

      Pages 121-145

      Towards the Development of a Virtual Reality Simulator with Haptic Force Feedback for Training in Stereotactic Brain Biopsies

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      Chapter

      Pages 147-186

      Interaction and Communication in an Immersive Learning Game: The Challenges of Modelling Real-Time Collaboration in a Virtual Operating Room

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      Chapter

      Pages 187-202

      VR Surgery: Interactive Virtual Reality Application for Training Oral and Maxillofacial Surgeons using Oculus Rift and Leap Motion

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      Chapter

      Pages 203-221

      Creation of E-Tutorials to Enhance Medical Student Anatomy Learning Experience Using Articulate Storyline 2

  5. Game Based Learning in Various Subjects

    1. Front Matter

      Pages 223-223

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      Chapter

      Pages 225-258

      Tipping the Scales: Classroom Feasibility of the Radix Endeavor Game

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      Chapter

      Pages 259-272

      Al-Kimia: How to Create a Video Game to Help High School Students Enjoy Chemistry

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      Chapter

      Pages 273-285

      Designing Virtual Worlds for Learning History: The Case Study of NetConnect Project

  6. Serious Games for Children and Adolescents

    1. Front Matter

      Pages 287-287

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      Chapter

      Pages 289-306

      Intelligent Behaviors of Virtual Characters in Serious Games for Child Safety Education

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      Chapter

      Pages 307-321

      Using Serious Games to (Re)Train Cognition in Adolescents

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      Chapter

      Pages 323-348

      Promoting Healthy Adolescent Lifestyles Through Serious Games: Enacting a Multidisciplinary Approach

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      Chapter

      Pages 349-367

      Digital Games in Early Childhood: Broadening Definitions of Learning, Literacy, and Play

  7. Serious Games for Serious Topics

    1. Front Matter

      Pages 369-369

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      Chapter

      Pages 371-390

      “Walk a Mile in My Shoes”: A Virtual World Exercise for Fostering Students’ Subjective Understandings of the Experiences of People of Color

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      Chapter

      Pages 391-409

      Question-Answering Virtual Humans Based on Pre-recorded Testimonies for Holocaust Education

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      Chapter

      Pages 411-431

      A Driving Simulator Designed for the Care of Trucker Suffering from Post-Traumatic Stress Disorder

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      Chapter

      Pages 433-454

      Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design

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