Presentation Mode Open Print Download Current View. Go to First Page Go to Last Page. Rotate Clockwise Rotate Counterclockwise. Enable hand tool. Document Properties. Serious Games And Edutainment Applications: Volume II 07f867cfac 69-87games, serious games and edutainment applications, both in terms.22 NOIJCSS - Volume 9/Edition 2 (Special Edition)Computers & Education Volume 114, November 2017, Pages 38?56, 20172 F.Volume IVWith the continued application of gaming for training and education, which has.
Origins of Serious Games Damien Djaouti1&2, Julian Alvarez2, Jean-Pierre Jessel1, Olivier Rampnoux3 1IRIT, Toulouse III University (France) 2Ludoscience (France) 3European Centre for Children’s Products (CEPE), Poitiers University (France) Abstract The purpose of this chapter is to discuss the historical origins of Serious Games to try to understand where the current wave of “Serious Games”. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings, with cutting edge academic research and industry updates which will inform readers current and future advances in the area.
English | December 9th, 2011 | ASIN: B007EMISMO, ISBN: 1447121600, 1447158113 | 504 Pages | EPUB | 5.83 MB
The 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.
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