Handbook of Research on Serious Games as Educational, Business and Research Tools (Volume 2 )

Handbook of Research on Serious Games as Educational, Business and Research Tools (Volume 2 )
Title Handbook of Research on Serious Games as Educational, Business and Research Tools (Volume 2 ) PDF eBook
Author MARIA MANUELA CRUZ-CUNHA.
Publisher Information Science Reference
Total Pages 806
Release 2012-02-29
Genre Computer games
ISBN 9781668425466

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"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher

Handbook of Research on Serious Games as Educational, Business and Research Tools

Handbook of Research on Serious Games as Educational, Business and Research Tools
Title Handbook of Research on Serious Games as Educational, Business and Research Tools PDF eBook
Author Cruz-Cunha, Maria Manuela
Publisher IGI Global
Total Pages 1434
Release 2012-02-29
Genre Education
ISBN 1466601507

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"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.

Handbook of Research on Serious Games for Educational Applications

Handbook of Research on Serious Games for Educational Applications
Title Handbook of Research on Serious Games for Educational Applications PDF eBook
Author Zheng, Robert
Publisher IGI Global
Total Pages 496
Release 2016-08-01
Genre Education
ISBN 1522505148

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Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Serious Games and Edutainment Applications

Serious Games and Edutainment Applications
Title Serious Games and Edutainment Applications PDF eBook
Author Minhua Ma
Publisher Springer
Total Pages 702
Release 2017-03-03
Genre Computers
ISBN 3319516450

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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

New Perspectives in Information Systems and Technologies, Volume 2

New Perspectives in Information Systems and Technologies, Volume 2
Title New Perspectives in Information Systems and Technologies, Volume 2 PDF eBook
Author Álvaro Rocha
Publisher Springer Science & Business Media
Total Pages 493
Release 2014-03-19
Genre Technology & Engineering
ISBN 3319059483

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This book contains a selection of articles from The 2014 World Conference on Information Systems and Technologies (WorldCIST'14), held between the 15th and 18th of April in Funchal, Madeira, Portugal, a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences and challenges of modern Information Systems and Technologies research, technological development and applications. The main topics covered are: Information and Knowledge Management; Organizational Models and Information Systems; Intelligent and Decision Support Systems; Software Systems, Architectures, Applications and Tools; Computer Networks, Mobility and Pervasive Systems; Radar Technologies; Human-Computer Interaction; Health Informatics and Information Technologies in Education.

Handbook of Research on Effective Electronic Gaming in Education

Handbook of Research on Effective Electronic Gaming in Education
Title Handbook of Research on Effective Electronic Gaming in Education PDF eBook
Author Ferdig, Richard E.
Publisher IGI Global
Total Pages 1762
Release 2008-07-31
Genre Technology & Engineering
ISBN 1599048116

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"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Serious Educational Games

Serious Educational Games
Title Serious Educational Games PDF eBook
Author
Publisher BRILL
Total Pages 95
Release 2008-01-01
Genre Education
ISBN 9087903812

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Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.