| TÃtulo : |
Serious Games and Edutainment Applications : Volume II |
| Tipo de documento: |
documento electrónico |
| Autores: |
Ma, Minhua, ; Oikonomou, Andreas, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2017 |
| Número de páginas: |
XX, 702 p. 181 ilustraciones, 122 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-319-51645-5 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Simulación por ordenador Gráficos de computadora Multimedia interactiva Sistemas multimedia Interfaces de usuario e interacción persona-computadora Modelado por computadora Computadoras y Educación Diseño de medios |
| Ãndice Dewey: |
005.437 Interfaces de usuario |
| Resumen: |
Con la aplicación continua de los juegos para la formación y la educación, que ha experimentado un crecimiento exponencial en las últimas dos décadas, este libro ofrece una profunda introducción a los desarrollos y aplicaciones actuales de las tecnologÃas de juegos en entornos educativos, con investigaciones académicas de vanguardia y conocimientos de la industria. , proporcionando una mayor comprensión de los desarrollos y avances actuales y futuros dentro de este campo. Tras el éxito del primer volumen en 2011, investigadores de todo el mundo presentan investigaciones actualizadas sobre una amplia gama de temas nuevos y emergentes como desde juegos serios y de emoción, juegos para educación musical y juegos para formación médica, hasta gamificación, juegos serios a medida y adaptación de juegos comerciales disponibles para educación y diseño narrativo, brindando a los lectores una comprensión profunda de los avances y problemas actuales que enfrentan. desarrolladores y diseñadores de juegos para la formación y la educación. Este segundo volumen de Serious Games and Edutainment Applications ofrece más información para investigadores, diseñadores y educadores interesados ​​en utilizar juegos serios con fines educativos y de capacitación, y brinda a los desarrolladores de juegos información detallada sobre temas y desarrollos actuales dentro de esta área en crecimiento. |
| Nota de contenido: |
Foreword -- Section I: Serious Games and Emotion -- Rising to the Challenge: An Emotion-Driven Approach Towards Adaptive Serious Games -- The Emotion Detectives Game: Supporting the Socio-Emotional Competence of Young Children -- Section II: Games for Music Education -- Designing Music Games and Mobile Apps for Early Music Learning -- Shake and create: Re-Appropriating Video Game Technologies for the Enactive Learning of Music -- Section III: Games for Medical Education and Training -- Digitisation of Anatomical Specimens and Historical Pathology Specimens for Educational Benefit -- Towards the Development of a Virtual Reality Simulator with Haptic Force Feedback for Training in Stereotactic Brain Biopsies -- Interaction and Communication in an Immersive Learning Game: The Challenges of Modelling Real-Time Collaboration in a Virtual Operating Room -- Oculus Surgery : Application of Oculus Rift and Leap Motion in Surgical Training -- Creation of e-tutorials to enhance medical student Anatomy learning experience using Articulate Storyline 2 -- Section IV: Game Based Learning in Various Subjects -- Tipping the Scales: Classroom Feasibility of the Radix Endeavor Game -- Al-Kimia: How to Create a Video Game to Help High-School Students Enjoy Chemistry -- Designing virtual worlds for learning history: the case-study of NetConnect project -- Section V: Serious Games for Children and Adolescents -- Intelligent Behaviors of Virtual Characters in Serious Games for Child Safety Education -- Using Serious Games to (re)train Cognition in Adolescents -- Promoting Healthy Adolescent Lifestyles through Serious Games: Enacting a Multidisciplinary Approach -- Digital Games in Early Childhood: Broadening Definitions of Learning, Literacy and Play -- Section VI: Serious Games for Serious Topics -- Walk a Mile in My Shoes": A Virtual World Exercise for Fostering Students' Subjective Understandings of the Experiences of People of Color -- Question-answering Virtual Humans based on Pre-recorded Testimonies for Holocaust Education -- A Driving Simulator Designed for the Care of Truckers Suffering from Post-Traumatic Stress Disorder -- Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design: The Architectural Portal of People's Narratives -- Section VII: Gamification -- How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning -- Why Gamification Fails in Education and How to Make it Successful: Introducing 9 Gamification Heuristics based on Self-Determination Theory -- Section VIII: Assessment of Serious Games -- Factors Associated with Player Satisfaction and Educational Value of Serious Games -- Learning Analytics as an Assessment Tool in Serious Game: A Literature Review -- Section IX: Narrative Design -- Creating Story-Based Serious Games Using a Controlled Natural Language Domain Specific ModelingLanguage -- Immersion and Narrative Design in Educational Games Across Cultures -- Section X: Review and Methodology -- "I Just Don't Know Where to Begin"--Designing to Facilitate the Educational Use of Commercial, Off-the-Shelf Videogames -- The Role of the Teacher in Game-Based Learning: A Review and Outlook -- Building Context-Aware Gamified Apps by Using Ontologies as Unified Representation and Reasoning based Models. |
| En lÃnea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
Serious Games and Edutainment Applications : Volume II [documento electrónico] / Ma, Minhua, ; Oikonomou, Andreas, . - 1 ed. . - [s.l.] : Springer, 2017 . - XX, 702 p. 181 ilustraciones, 122 ilustraciones en color. ISBN : 978-3-319-51645-5 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Simulación por ordenador Gráficos de computadora Multimedia interactiva Sistemas multimedia Interfaces de usuario e interacción persona-computadora Modelado por computadora Computadoras y Educación Diseño de medios |
| Ãndice Dewey: |
005.437 Interfaces de usuario |
| Resumen: |
Con la aplicación continua de los juegos para la formación y la educación, que ha experimentado un crecimiento exponencial en las últimas dos décadas, este libro ofrece una profunda introducción a los desarrollos y aplicaciones actuales de las tecnologÃas de juegos en entornos educativos, con investigaciones académicas de vanguardia y conocimientos de la industria. , proporcionando una mayor comprensión de los desarrollos y avances actuales y futuros dentro de este campo. Tras el éxito del primer volumen en 2011, investigadores de todo el mundo presentan investigaciones actualizadas sobre una amplia gama de temas nuevos y emergentes como desde juegos serios y de emoción, juegos para educación musical y juegos para formación médica, hasta gamificación, juegos serios a medida y adaptación de juegos comerciales disponibles para educación y diseño narrativo, brindando a los lectores una comprensión profunda de los avances y problemas actuales que enfrentan. desarrolladores y diseñadores de juegos para la formación y la educación. Este segundo volumen de Serious Games and Edutainment Applications ofrece más información para investigadores, diseñadores y educadores interesados ​​en utilizar juegos serios con fines educativos y de capacitación, y brinda a los desarrolladores de juegos información detallada sobre temas y desarrollos actuales dentro de esta área en crecimiento. |
| Nota de contenido: |
Foreword -- Section I: Serious Games and Emotion -- Rising to the Challenge: An Emotion-Driven Approach Towards Adaptive Serious Games -- The Emotion Detectives Game: Supporting the Socio-Emotional Competence of Young Children -- Section II: Games for Music Education -- Designing Music Games and Mobile Apps for Early Music Learning -- Shake and create: Re-Appropriating Video Game Technologies for the Enactive Learning of Music -- Section III: Games for Medical Education and Training -- Digitisation of Anatomical Specimens and Historical Pathology Specimens for Educational Benefit -- Towards the Development of a Virtual Reality Simulator with Haptic Force Feedback for Training in Stereotactic Brain Biopsies -- Interaction and Communication in an Immersive Learning Game: The Challenges of Modelling Real-Time Collaboration in a Virtual Operating Room -- Oculus Surgery : Application of Oculus Rift and Leap Motion in Surgical Training -- Creation of e-tutorials to enhance medical student Anatomy learning experience using Articulate Storyline 2 -- Section IV: Game Based Learning in Various Subjects -- Tipping the Scales: Classroom Feasibility of the Radix Endeavor Game -- Al-Kimia: How to Create a Video Game to Help High-School Students Enjoy Chemistry -- Designing virtual worlds for learning history: the case-study of NetConnect project -- Section V: Serious Games for Children and Adolescents -- Intelligent Behaviors of Virtual Characters in Serious Games for Child Safety Education -- Using Serious Games to (re)train Cognition in Adolescents -- Promoting Healthy Adolescent Lifestyles through Serious Games: Enacting a Multidisciplinary Approach -- Digital Games in Early Childhood: Broadening Definitions of Learning, Literacy and Play -- Section VI: Serious Games for Serious Topics -- Walk a Mile in My Shoes": A Virtual World Exercise for Fostering Students' Subjective Understandings of the Experiences of People of Color -- Question-answering Virtual Humans based on Pre-recorded Testimonies for Holocaust Education -- A Driving Simulator Designed for the Care of Truckers Suffering from Post-Traumatic Stress Disorder -- Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design: The Architectural Portal of People's Narratives -- Section VII: Gamification -- How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning -- Why Gamification Fails in Education and How to Make it Successful: Introducing 9 Gamification Heuristics based on Self-Determination Theory -- Section VIII: Assessment of Serious Games -- Factors Associated with Player Satisfaction and Educational Value of Serious Games -- Learning Analytics as an Assessment Tool in Serious Game: A Literature Review -- Section IX: Narrative Design -- Creating Story-Based Serious Games Using a Controlled Natural Language Domain Specific ModelingLanguage -- Immersion and Narrative Design in Educational Games Across Cultures -- Section X: Review and Methodology -- "I Just Don't Know Where to Begin"--Designing to Facilitate the Educational Use of Commercial, Off-the-Shelf Videogames -- The Role of the Teacher in Game-Based Learning: A Review and Outlook -- Building Context-Aware Gamified Apps by Using Ontologies as Unified Representation and Reasoning based Models. |
| En lÃnea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
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