↓ Skip to main content

Serious Games and Edutainment Applications

Overview of attention for book
Cover of 'Serious Games and Edutainment Applications'

Table of Contents

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

Mentioned by

8 tweeters
2 Facebook pages


12 Dimensions

Readers on

34 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Chapter title
The Role of the Teacher in Game-Based Learning: A Review and Outlook
Chapter number 28
Book title
Serious Games and Edutainment Applications
Published by
Springer International Publishing, March 2017
DOI 10.1007/978-3-319-51645-5_28
Book ISBNs
978-3-31-951643-1, 978-3-31-951645-5

Gerhard Molin


Minhua Ma, Andreas Oikonomou

Twitter Demographics

The data shown below were collected from the profiles of 8 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 34 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 34 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 8 24%
Student > Master 6 18%
Student > Doctoral Student 3 9%
Lecturer 3 9%
Researcher 3 9%
Other 7 21%
Unknown 4 12%
Readers by discipline Count As %
Social Sciences 11 32%
Computer Science 5 15%
Arts and Humanities 3 9%
Engineering 2 6%
Psychology 2 6%
Other 5 15%
Unknown 6 18%