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Serious Games and Edutainment Applications

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Cover of 'Serious Games and Edutainment Applications'

Table of Contents

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    Book Overview
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    Chapter 1 Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games
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    Chapter 2 The Emotion Detectives Game: Supporting the Social-emotional Competence of Young Children
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    Chapter 3 Designing Music Games and Mobile Apps for Early Music Learning
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    Chapter 4 Shake and Create: Reappropriating Video Game Technologies for the Enactive Learning of Music
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    Chapter 5 Digitisation of Anatomical Specimens and Historical Pathology Specimens for Educational Benefit
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    Chapter 6 Towards the Development of a Virtual Reality Simulator with Haptic Force Feedback for Training in Stereotactic Brain Biopsies
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    Chapter 7 Interaction and Communication in an Immersive Learning Game: The Challenges of Modelling Real-Time Collaboration in a Virtual Operating Room
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    Chapter 8 VR Surgery: Interactive Virtual Reality Application for Training Oral and Maxillofacial Surgeons using Oculus Rift and Leap Motion
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    Chapter 9 Creation of E-Tutorials to Enhance Medical Student Anatomy Learning Experience Using Articulate Storyline 2
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    Chapter 10 Tipping the Scales: Classroom Feasibility of the Radix Endeavor Game
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    Chapter 11 Al-Kimia: How to Create a Video Game to Help High School Students Enjoy Chemistry
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    Chapter 12 Designing Virtual Worlds for Learning History: The Case Study of NetConnect Project
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    Chapter 13 Intelligent Behaviors of Virtual Characters in Serious Games for Child Safety Education
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    Chapter 14 Using Serious Games to (Re)Train Cognition in Adolescents
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    Chapter 15 Promoting Healthy Adolescent Lifestyles Through Serious Games: Enacting a Multidisciplinary Approach
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    Chapter 16 Digital Games in Early Childhood: Broadening Definitions of Learning, Literacy, and Play
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    Chapter 17 “Walk a Mile in My Shoes”: A Virtual World Exercise for Fostering Students’ Subjective Understandings of the Experiences of People of Color
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    Chapter 18 Question-Answering Virtual Humans Based on Pre-recorded Testimonies for Holocaust Education
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    Chapter 19 A Driving Simulator Designed for the Care of Trucker Suffering from Post-Traumatic Stress Disorder
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    Chapter 20 Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design
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    Chapter 21 How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning
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    Chapter 22 Why Gamification Fails in Education and How to Make It Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory
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    Chapter 23 Factors Associated with Player Satisfaction and Educational Value of Serious Games
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    Chapter 24 Learning Analytics as an Assessment Tool in Serious Games: A Review of Literature
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    Chapter 25 Creating Story-Based Serious Games Using a Controlled Natural Language Domain Specific Modeling Language
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    Chapter 26 Immersion and Narrative Design in Educational Games Across Cultures
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    Chapter 27 “I Just Don’t Know Where to Begin”: Designing to Facilitate the Educational Use of Commercial, Off-the-Shelf Video Games
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    Chapter 28 The Role of the Teacher in Game-Based Learning: A Review and Outlook
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    Chapter 29 Building Context-Aware Gamified Apps by Using Ontologies as Unified Representation and Reasoning-Based Models
Overall attention for this book and its chapters
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Title
Serious Games and Edutainment Applications
Published by
Springer International Publishing, January 2017
DOI 10.1007/978-3-319-51645-5
ISBNs
978-3-31-951643-1, 978-3-31-951645-5
Editors

Minhua Ma, Andreas Oikonomou

X Demographics

X Demographics

The data shown below were collected from the profiles of 15 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 514 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
South Africa 1 <1%
Brazil 1 <1%
Unknown 512 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 96 19%
Student > Ph. D. Student 81 16%
Student > Bachelor 49 10%
Researcher 39 8%
Student > Doctoral Student 37 7%
Other 98 19%
Unknown 114 22%
Readers by discipline Count As %
Computer Science 131 25%
Social Sciences 54 11%
Arts and Humanities 38 7%
Psychology 33 6%
Engineering 21 4%
Other 104 20%
Unknown 133 26%