Nicht aus der Schweiz? Besuchen Sie lehmanns.de

E-Learning and Games for Training, Education, Health and Sports

7th International Conference, Edutainment 2012, and 3rd International Conference, GameDays 2012, Darmstadt, Germany, September 18-20, 2012, Proceedings
Buch | Softcover
XVIII, 194 Seiten
2012 | 2012
Springer Berlin (Verlag)
978-3-642-33465-8 (ISBN)
CHF 68,90 inkl. MwSt
This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012.The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.

Collaborative Virtual Environments for Training: A Unified InteractionModel for Real Humans and Virtual Humans.- Developing a Situated Virtual Reality Simulation for TeleroboticControl and Training.- Game Mastering in Collaborative Multiplayer Serious Games.- Implementing High-Resolution Adaptivity in Game-Based Learning.- Game-Based Teaching and LearningTurning High-Schools into Laboratories? Lessons Learnt from Studiesof Instructional Effectiveness of Digital Games in the CurricularSchooling System .- Application of NXT Based Robots for Teaching Java-BasedConcurrency.- The Effect of Learning Mechanics Design on Learning Outcomes in aComputer-Based Geometry Game.-A Serious Game for Architectural Knowledge in the Classroom.- Evaluation of Competence Development in WoW.- "This Game Is Girly!" Perceived Enjoyment and Student Acceptanceof Edutainment.- Emerging Learning and Gaming TechnologiesTowards a Social Game Interaction Taxonomy: A Social GamingApproach towards Peer Knowledge Sharing and Participation in SeriousGames.- Mobile Worlds: Mobile Gaming and Learning?.- Science and Technology Communication Activities by Using 3D ImageProjection System.- Potentials of a Low-Cost Motion Analysis System for Exergames inRehabilitation and Sports Medicine.- Authoring Tools and MechanismsPuzzle-it: An HTML5 Serious Games Platform for Education: PuzzleBased Serious Games for Education.- Authoring of Serious Adventure Games in StoryTec.- Designing an Interactive Storytelling Game.- Towards Puzzle Templates for Multiplayer Adventures.- Context-Sensitive User-Centered Scalability: An Introduction Focusingon Exergames and Assistive Systems in Work Contexts.- The Impact of Different Gaming Interfaces on Spatial Experience andSpatial Presence - A Pilot Study.- Perceptual and Computational Time Models in Game Design for TimeOrientation in Learning Disabilities.- StoryTec: Authoring Adaptive Cross-Platform Games.- Veni, Vidi, VICERO - But Where to Start?

Erscheint lt. Verlag 15.8.2012
Reihe/Serie Information Systems and Applications, incl. Internet/Web, and HCI
Lecture Notes in Computer Science
Zusatzinfo XVIII, 194 p. 68 illus.
Verlagsort Berlin
Sprache englisch
Maße 155 x 235 mm
Gewicht 343 g
Themenwelt Informatik Weitere Themen Hardware
Schlagworte Computer Games • E-Learning • Game-based Learning • Mobile Gaming • Virtual Environments
ISBN-10 3-642-33465-2 / 3642334652
ISBN-13 978-3-642-33465-8 / 9783642334658
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich