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Publication search results
found 28 matches
- 2017
- James Baker, Vanissa Wanick
, Mashael Asiri, Gary B. Wills
, Ashok Ranchhod:
Immersion and Narrative Design in Educational Games Across Cultures. Serious Games and Edutainment Applications 2017: 605-621 - Wouter J. Boendermaker, Margot Peeters, Pier J. M. Prins, Reinout W. Wiers
:
Using Serious Games to (Re)Train Cognition in Adolescents. Serious Games and Edutainment Applications 2017: 307-321 - Kyrie Eleison H. Caldwell, Scot Osterweil, Carole Urbano, Philip Tan, Richard Eberhardt:
"I Just Don't Know Where to Begin": Designing to Facilitate the Educational Use of Commercial, Off-the-Shelf Video Games. Serious Games and Edutainment Applications 2017: 625-648 - Szu-Ming Chung, Chun-Tsai Wu:
Designing Music Games and Mobile Apps for Early Music Learning. Serious Games and Edutainment Applications 2017: 57-75 - Ian Dunwell, Laura A. Condon
, Kim C. M. Bul, Alexandra R. Lang, Sarah Atkinson
, Neil S. Coulson, Emily Collins
:
Promoting Healthy Adolescent Lifestyles Through Serious Games: Enacting a Multidisciplinary Approach. Serious Games and Edutainment Applications 2017: 323-348 - Corentin Haidon
, Adrien Ecrepont, Benoît Girard, Bob-Antoine Jerry Ménélas:
A Driving Simulator Designed for the Care of Trucker Suffering from Post-Traumatic Stress Disorder. Serious Games and Edutainment Applications 2017: 411-431 - Marja Kankaanranta, Merja Koivula
, Marja-Leena Laakso
, Marleena Mustola
:
Digital Games in Early Childhood: Broadening Definitions of Learning, Literacy, and Play. Serious Games and Edutainment Applications 2017: 349-367 - Maha Khemaja
, Félix Buendía:
Building Context-Aware Gamified Apps by Using Ontologies as Unified Representation and Reasoning-Based Models. Serious Games and Edutainment Applications 2017: 675-702 - Merja Koivula
, Kerttu Huttunen
, Marleena Mustola
, Sari Lipponen, Marja-Leena Laakso
:
The Emotion Detectives Game: Supporting the Social-emotional Competence of Young Children. Serious Games and Edutainment Applications 2017: 29-53 - Beatriz Legerén Lago
:
Al-Kimia: How to Create a Video Game to Help High School Students Enjoy Chemistry. Serious Games and Edutainment Applications 2017: 259-272 - Richard N. Landers
, Michael B. Armstrong, Andrew B. Collmus:
How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning. Serious Games and Edutainment Applications 2017: 457-483 - Min Liu, Jina Kang, Sa Liu, Wenting Zou, Jeff Hodson:
Learning Analytics as an Assessment Tool in Serious Games: A Review of Literature. Serious Games and Edutainment Applications 2017: 537-563 - Tingting Liu, Minhua Ma
, Zhen Liu, Gerard Jounghyun Kim, Cuijuan Liu, Qintao Geng:
Intelligent Behaviors of Virtual Characters in Serious Games for Child Safety Education. Serious Games and Edutainment Applications 2017: 289-306 - Minhua Ma
, Sarah Coward, Chris Walker:
Question-Answering Virtual Humans Based on Pre-recorded Testimonies for Holocaust Education. Serious Games and Edutainment Applications 2017: 391-409 - Danilo Di Mascio
, Ruth Conroy Dalton
:
Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design. Serious Games and Edutainment Applications 2017: 433-454 - Kenneth B. McAlpine:
Shake and Create: Reappropriating Video Game Technologies for the Enactive Learning of Music. Serious Games and Edutainment Applications 2017: 77-97 - Gerhard Molin:
The Role of the Teacher in Game-Based Learning: A Review and Outlook. Serious Games and Edutainment Applications 2017: 649-674 - Laura Pérez-Pachón, Matthieu Poyade
, Jennifer Brown, Val Fallon:
Towards the Development of a Virtual Reality Simulator with Haptic Force Feedback for Training in Stereotactic Brain Biopsies. Serious Games and Edutainment Applications 2017: 121-145 - Paul Rea, Aileen Linn:
Creation of E-Tutorials to Enhance Medical Student Anatomy Learning Experience Using Articulate Storyline 2. Serious Games and Edutainment Applications 2017: 203-221 - Paul Rea, Daniel Livingstone, Ianto Thorvald Jocks, Cecilie Osnes
:
Digitisation of Anatomical Specimens and Historical Pathology Specimens for Educational Benefit. Serious Games and Edutainment Applications 2017: 101-119 - Louisa Rosenheck, Jody Clarke-Midura
, Susannah Gordon-Messer, Eric Klopfer:
Tipping the Scales: Classroom Feasibility of the Radix Endeavor Game. Serious Games and Edutainment Applications 2017: 225-258 - Rob van Roy, Bieke Zaman
:
Why Gamification Fails in Education and How to Make It Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory. Serious Games and Edutainment Applications 2017: 485-509 - Claudia Schrader, Julia Brich, Julian Frommel
, Valentin Riemer, Katja Rogers
:
Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games. Serious Games and Edutainment Applications 2017: 3-28 - Assunta Tavernise, Francesca Bertacchini:
Designing Virtual Worlds for Learning History: The Case Study of NetConnect Project. Serious Games and Edutainment Applications 2017: 273-285 - John Tawa:
"Walk a Mile in My Shoes": A Virtual World Exercise for Fostering Students' Subjective Understandings of the Experiences of People of Color. Serious Games and Edutainment Applications 2017: 371-390 - Olga De Troyer, Frederik Van Broeckhoven, Joachim Vlieghe:
Creating Story-Based Serious Games Using a Controlled Natural Language Domain Specific Modeling Language. Serious Games and Edutainment Applications 2017: 567-603 - Andrew Sean Wilson, Chloe Broadbent, Brandon McGrath, Julie Prescott
:
Factors Associated with Player Satisfaction and Educational Value of Serious Games. Serious Games and Edutainment Applications 2017: 513-535 - Minhua Ma
, Andreas Oikonomou:
Serious Games and Edutainment Applications, Volume II. Springer 2017, ISBN 978-3-319-51643-1 [contents]
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retrieved on 2025-02-26 10:21 CET from data curated by the dblp team
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