000 04824nam a22003855i 4500
001 287391
003 MX-SnUAN
005 20160429154545.0
007 cr nn 008mamaa
008 150903s2011 xxk| o |||| 0|eng d
020 _a9781447121619
_99781447121619
024 7 _a10.1007/9781447121619
_2doi
035 _avtls000339504
039 9 _a201509030838
_bVLOAD
_c201404300401
_dVLOAD
_y201402060936
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aQA75.5-76.95
100 1 _aMa, Minhua.
_eeditor.
_9316540
245 1 0 _aSerious Games and Edutainment Applications /
_cedited by Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain.
264 1 _aLondon :
_bSpringer London,
_c2011.
300 _axvI, 504 páginas 128 ilustraciones
_brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
500 _aSpringer eBooks
505 0 _aPart I – Introduction -- Innovations in Serious Games for Future Learning -- Serious Games: A New Paradigm for Education? -- Origins of Serious Games -- Serious Learning in Serious Games -- Part II – Theories and Reviews -- Social Flow and Learning in Digital Games: A Conceptual Model and Research Agenda -- A Formalism to Define, Assess and Evaluate Player Behaviour in Mobile Device Based Serious Games -- Serious Games for Health and Safety Training -- Augmenting Initiative Game Worlds with Mobile Digital Devices -- Part III – Custom-Made Games and Case Studies -- Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction -- Operation ARIES!: A Serious Game for Teaching Scientific Inquiry -- From Global Games to Re-contextualized Games: The Design Process of TekMyst -- Using Serious Games for Assessment -- Designing and Evaluating Emotional Student Models for Game-Based Learning -- Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters -- Part IV – Use of Commercial-Off-the-Shelf (COTS) Games in Education -- Choosing a Serious Game for the Classroom: An Adoption Model for Educators -- Learning Narratives with Harry Potter. “Manuel de Fallas’s The Prophet Newspaper” -- Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom -- Modding in Serious Games: Teaching Structured Query Language (SQL) Using NeverWinter Nights -- Expanding a VLE-Based Integration Framework Supporting Education in Second Life -- Part V – Social Aspects and Gamification -- Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training -- Experiences of Promoting Student Engagement Through Game-Enhanced Learning -- What Computing Students Can Learn by Developing Their Own Serious Games -- Social Interactive Learning in Multiplayer Games -- Index.
520 _aThe recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.
590 _aPara consulta fuera de la UANL se requiere clave de acceso remoto.
700 1 _aOikonomou, Andreas.
_eeditor.
_9316541
700 1 _aJain, Lakhmi C.
_eeditor.
_9316542
710 2 _aSpringerLink (Servicio en línea)
_9299170
776 0 8 _iEdición impresa:
_z9781447121602
856 4 0 _uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-4471-2161-9
_zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL)
942 _c14
999 _c287391
_d287391