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Serious Games and Edutainment Applications 2017
- Minhua Ma  , Andreas Oikonomou: , Andreas Oikonomou:
 Serious Games and Edutainment Applications, Volume II. Springer 2017, ISBN 978-3-319-51643-1
- Claudia Schrader, Julia Brich, Julian Frommel  , Valentin Riemer, Katja Rogers , Valentin Riemer, Katja Rogers : :
 Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games. 3-28
- Merja Koivula  , Kerttu Huttunen , Kerttu Huttunen , Marleena Mustola , Marleena Mustola , Sari Lipponen, Marja-Leena Laakso , Sari Lipponen, Marja-Leena Laakso : :
 The Emotion Detectives Game: Supporting the Social-emotional Competence of Young Children. 29-53
- Szu-Ming Chung, Chun-Tsai Wu: 
 Designing Music Games and Mobile Apps for Early Music Learning. 57-75
- Kenneth B. McAlpine: 
 Shake and Create: Reappropriating Video Game Technologies for the Enactive Learning of Music. 77-97
- Paul Rea, Daniel Livingstone, Ianto Thorvald Jocks, Cecilie Osnes  : :
 Digitisation of Anatomical Specimens and Historical Pathology Specimens for Educational Benefit. 101-119
- Laura Pérez-Pachón, Matthieu Poyade  , Jennifer Brown, Val Fallon: , Jennifer Brown, Val Fallon:
 Towards the Development of a Virtual Reality Simulator with Haptic Force Feedback for Training in Stereotactic Brain Biopsies. 121-145
- Paul Rea, Aileen Linn: 
 Creation of E-Tutorials to Enhance Medical Student Anatomy Learning Experience Using Articulate Storyline 2. 203-221
- Louisa Rosenheck, Jody Clarke-Midura  , Susannah Gordon-Messer, Eric Klopfer: , Susannah Gordon-Messer, Eric Klopfer:
 Tipping the Scales: Classroom Feasibility of the Radix Endeavor Game. 225-258
- Beatriz Legerén Lago  : :
 Al-Kimia: How to Create a Video Game to Help High School Students Enjoy Chemistry. 259-272
- Assunta Tavernise, Francesca Bertacchini: 
 Designing Virtual Worlds for Learning History: The Case Study of NetConnect Project. 273-285
- Tingting Liu, Minhua Ma  , Zhen Liu, Gerard Jounghyun Kim, Cuijuan Liu, Qintao Geng: , Zhen Liu, Gerard Jounghyun Kim, Cuijuan Liu, Qintao Geng:
 Intelligent Behaviors of Virtual Characters in Serious Games for Child Safety Education. 289-306
- Wouter J. Boendermaker, Margot Peeters, Pier J. M. Prins, Reinout W. Wiers  : :
 Using Serious Games to (Re)Train Cognition in Adolescents. 307-321
- Ian Dunwell, Laura A. Condon  , Kim C. M. Bul, Alexandra R. Lang, Sarah Atkinson , Kim C. M. Bul, Alexandra R. Lang, Sarah Atkinson , Neil S. Coulson, Emily Collins , Neil S. Coulson, Emily Collins : :
 Promoting Healthy Adolescent Lifestyles Through Serious Games: Enacting a Multidisciplinary Approach. 323-348
- Marja Kankaanranta  , Merja Koivula , Merja Koivula , Marja-Leena Laakso , Marja-Leena Laakso , Marleena Mustola , Marleena Mustola : :
 Digital Games in Early Childhood: Broadening Definitions of Learning, Literacy, and Play. 349-367
- John Tawa: 
 "Walk a Mile in My Shoes": A Virtual World Exercise for Fostering Students' Subjective Understandings of the Experiences of People of Color. 371-390
- Minhua Ma  , Sarah Coward, Chris Walker: , Sarah Coward, Chris Walker:
 Question-Answering Virtual Humans Based on Pre-recorded Testimonies for Holocaust Education. 391-409
- Corentin Haidon  , Adrien Ecrepont, Benoît Girard, Bob-Antoine Jerry Ménélas: , Adrien Ecrepont, Benoît Girard, Bob-Antoine Jerry Ménélas:
 A Driving Simulator Designed for the Care of Trucker Suffering from Post-Traumatic Stress Disorder. 411-431
- Danilo Di Mascio  , Ruth Conroy Dalton , Ruth Conroy Dalton : :
 Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design. 433-454
- Richard N. Landers  , Michael B. Armstrong, Andrew B. Collmus: , Michael B. Armstrong, Andrew B. Collmus:
 How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning. 457-483
- Rob van Roy, Bieke Zaman  : :
 Why Gamification Fails in Education and How to Make It Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory. 485-509
- Andrew Sean Wilson, Chloe Broadbent, Brandon McGrath, Julie Prescott  : :
 Factors Associated with Player Satisfaction and Educational Value of Serious Games. 513-535
- Min Liu, Jina Kang, Sa Liu, Wenting Zou, Jeff Hodson: 
 Learning Analytics as an Assessment Tool in Serious Games: A Review of Literature. 537-563
- Olga De Troyer, Frederik Van Broeckhoven, Joachim Vlieghe: 
 Creating Story-Based Serious Games Using a Controlled Natural Language Domain Specific Modeling Language. 567-603
- James Baker, Vanissa Wanick  , Mashael Asiri , Mashael Asiri , Gary B. Wills , Gary B. Wills , Ashok Ranchhod: , Ashok Ranchhod:
 Immersion and Narrative Design in Educational Games Across Cultures. 605-621
- Kyrie Eleison H. Caldwell, Scot Osterweil, Carole Urbano, Philip Tan, Richard Eberhardt: 
 "I Just Don't Know Where to Begin": Designing to Facilitate the Educational Use of Commercial, Off-the-Shelf Video Games. 625-648
- Gerhard Molin: 
 The Role of the Teacher in Game-Based Learning: A Review and Outlook. 649-674
- Maha Khemaja  , Félix Buendía: , Félix Buendía:
 Building Context-Aware Gamified Apps by Using Ontologies as Unified Representation and Reasoning-Based Models. 675-702

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