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502 Pages·2011·10.431 MB·English
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Serious Games and Edutainment Applications · · Minhua Ma Andreas Oikonomou Lakhmi C. Jain Editors Serious Games and Edutainment Applications 123 Editors MinhuaMa AndreasOikonomou TheGlasgowSchoolofArt UniversityofDerby DigitalDesignStudio E514 TheHub SchoolofComputingandMathematics G511EAGlasgow KedlestonRoad UK DE221GBDerby [email protected] UK [email protected] LakhmiC.Jain UniversityofSouthAustralia SchoolofElectricalandInformation Engineering AdelaideSouthAustralia Australia [email protected] ISBN978-1-4471-2160-2 e-ISBN978-1-4471-2161-9 DOI10.1007/978-1-4471-2161-9 SpringerLondonDordrechtHeidelbergNewYork BritishLibraryCataloguinginPublicationData AcataloguerecordforthisbookisavailablefromtheBritishLibrary LibraryofCongressControlNumber:2011939794 ©Springer-VerlagLondonLimited2011 Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permittedundertheCopyright,DesignsandPatentsAct1988,thispublicationmayonlybereproduced, storedortransmitted,inanyformorbyanymeans,withthepriorpermissioninwritingofthepublishers, or in the case of reprographic reproduction in accordance with the terms of licenses issued by the CopyrightLicensingAgency.Enquiriesconcerningreproductionoutsidethosetermsshouldbesentto thepublishers. Theuseofregisterednames,trademarks,etc.,inthispublicationdoesnotimply,evenintheabsenceof aspecificstatement,thatsuchnamesareexemptfromtherelevantlawsandregulationsandtherefore freeforgeneraluse. Thepublishermakesnorepresentation,expressorimplied,withregardtotheaccuracyoftheinformation containedinthisbookandcannotacceptanylegalresponsibilityorliabilityforanyerrorsoromissions thatmaybemade. Printedonacid-freepaper SpringerispartofSpringerScience+BusinessMedia(www.springer.com) Preface My interest in the serious games began in 2005 with work on virtual reality games for post-stroke rehabilitation but was rekindled in 2009 when experiment- ing Second Life as a learning and teaching environment for computer game design and working with Nottingham University Hospitals on computer games intervention with mucus clearing devices for Cystic Fibrosis. Serious Games and Edutainment Applications arose from the First International Workshop on Serious Games Development and Applications at University of Derby in 2010. The event has now becomes an annual conference and is supported by the Gala European Network of Excellence in Serious Games, the TARGET project which is partially funded by the European Community under the Seventh Framework Programme, andanumberofpartnerssuchastheGlasgowSchoolofArt,UniversityofDerby, INESC ID, and Technical University of Lisbon. This year, the annual conference (SGDA2011)ishostedbytheTechnicalUniversityofLisbon(IST/UTL),andthe conference proceedings willbe published by Springer-Verlag as part of the LNCS series. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational set- tings,withcuttingedgeacademicresearchandindustryupdateswhichwillinform readers current and future advances in the area. The book is divided into five parts:introduction,theoriesandreviews,custom-madegamesandcasestudies,use of Commercial-off-the-shelf (COTS) games in education, and social aspects and gamification. The book will benefit academics, researchers, graduates, and undergradu- ates in the fields of computer games and education, educators who wish to use games technologies in their teaching, game designers and developers, game publishers, and entrepreneurs in the games industry. For academics deliver- ing taught modules in any fields, this book can serve as a good collection of related articles to facilitate a broad understanding of this subject and as such it can become one of the handbook to help educators to select, plan, and carry out teaching using commercial or custom-made games. Professional game designers and developers who adapt off-the-shelf virtual environment for teaching and learning purposes will find some interesting examples of using v vi Preface COTS games in educational settings and guidelines on choosing a suitable game for the classroom in Part IV. The custom-made edutainment applications pre- sented in Part III of the book may be of particular interest to those who create new edutainment applications using video games technologies and game design processes. Glasgow,UK MinhuaMa Contents PartI Introduction 1 InnovationsinSeriousGamesforFutureLearning . . . . . . . . . 3 MinhuaMa,AndreasOikonomou,andLakhmiC.Jain 2 SeriousGames:ANewParadigmforEducation? . . . . . . . . . . 9 SaradeFreitasandFotisLiarokapis 3 OriginsofSeriousGames . . . . . . . . . . . . . . . . . . . . . . . 25 DamienDjaouti,JulianAlvarez,Jean-PierreJessel, andOlivierRampnoux 4 SeriousLearninginSeriousGames . . . . . . . . . . . . . . . . . . 45 KonstantinMitgutsch PartII TheoriesandReviews 5 SocialFlowandLearninginDigitalGames:AConceptual ModelandResearchAgenda . . . . . . . . . . . . . . . . . . . . . 61 ChristineM.BachenandChadRaphael 6 A Formalism to Define, Assess and Evaluate Player BehaviourinMobileDeviceBasedSeriousGames. . . . . . . . . . 85 HannoHildmannandJuleHildmann 7 SeriousGamesforHealthandSafetyTraining. . . . . . . . . . . . 107 RafaelJ.Martínez-Durá,MiguelArevalillo-Herráez, IgnacioGarcía-Fernández,MiguelA.Gamón-Giménez, andAngelRodríguez-Cerro 8 AugmentingInitiativeGameWorldswithMobileDigitalDevices . 125 JuleHildmannandHannoHildmann vii viii Contents PartIII Custom-MadeGamesandCaseStudies 9 EnhancingLearninginDistributedVirtualWorldsthrough Touch:ABrowser-basedArchitectureforHapticInteraction . . . 149 SylvesterArnab,PanagiotisPetridis,IanDunwell,andSaradeFreitas 10 OperationARIES!:ASeriousGameforTeachingScientificInquiry 169 KeithMillis,CarolForsyth,HeatherButler,PattyWallace, ArthurGraesser,andDianeHalpern 11 From Global Games to Re-contextualized Games: TheDesignProcessofTekMyst . . . . . . . . . . . . . . . . . . . . 197 CarolinaIslasSedano,JanPawlowski,ErkkiSutinen, MikkoVinni,andTeemuH.Laine 12 UsingSeriousGamesforAssessment . . . . . . . . . . . . . . . . . 225 AidanSlineyandDaveMurphy 13 Designing and Evaluating Emotional Student Models forGame-BasedLearning . . . . . . . . . . . . . . . . . . . . . . . 245 KarlaMuñoz,PaulMcKevitt,TomLunney,JulietaNoguez, andLuisNeri 14 Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative andCharacters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273 TimMarsh,LiZhiqiangNickole,EricKlopfer,ChuangXuejin, ScotOsterweil,andJasonHaas PartIV UseofCommercial-Off-the-Shelf(COTS)GamesinEducation 15 ChoosingaSeriousGamefortheClassroom: AnAdoptionModelforEducators . . . . . . . . . . . . . . . . . . 291 KaeNovakandRurikNackerud 16 Learning Narratives with Harry Potter. “Manuel de Fallas’sTheProphetNewspaper” . . . . . . . . . . . . . . . . . . . 309 SaraCortésGómez,RutMartínezBorda,andPilarLacasa 17 Using Dungeons and Dragons to Integrate Curricula inanElementaryClassroom . . . . . . . . . . . . . . . . . . . . . . 329 AlexandraCarter 18 ModdinginSeriousGames:TeachingStructuredQuery Language(SQL)UsingNeverWinterNights . . . . . . . . . . . . . 347 MarioSoflano 19 Expanding a VLE-Based Integration Framework SupportingEducationinSecondLife . . . . . . . . . . . . . . . . . 369 PeterR.Bloomfield Contents ix PartV SocialAspectsandGamification 20 CasualSocialGamesasSeriousGames:ThePsychology of Gamification in Undergraduate Education andEmployeeTraining . . . . . . . . . . . . . . . . . . . . . . . . 399 RichardN.LandersandRachelC.Callan 21 ExperiencesofPromotingStudentEngagementThrough Game-EnhancedLearning . . . . . . . . . . . . . . . . . . . . . . . 425 ThereseCharles,DavidBustard,andMichaelaBlack 22 WhatComputingStudentsCanLearnbyDevelopingTheir OwnSeriousGames . . . . . . . . . . . . . . . . . . . . . . . . . . 447 MattSmith 23 SocialInteractiveLearninginMultiplayerGames . . . . . . . . . 481 VanessaCamilleri,LeonardBusuttil,andMatthewMontebello Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 503 Contributors JulianAlvarez Ludoscience,France,[email protected] MiguelArevalillo-Herráez UniversidaddeValencia,ComputingDepartment, Burjassot,Spain,[email protected] SylvesterArnab SeriousGamesInstitute,CoventryUniversity,Coventry,UK, [email protected] ChristineM.Bachen CommunicationDepartment,SantaClaraUniversity,Santa Clara,CA95053-0277,USA,[email protected] MichaelaBlack UniversityofUlster,ColeraineBT521SA,UK, [email protected] PeterR.Bloomfield SchoolofComputing,UniversityoftheWestofScotland, Paisley,Scotland,UK,peter.bloomfi[email protected] RutMartínezBorda DepartmentofPsychology,EducationandPhysical Education,UniversityofAlcala,Madrid,Spain,[email protected] DavidBustard UniversityofUlster,ColeraineBT521SA,UK, [email protected] LeonardBusuttil UniversityofMalta,Msida,Malta, [email protected] HeatherButler ClaremontGraduateUniversity,Claremont,CA,USA, [email protected] RachelC.Callan OldDominionUniversity,Norfolk,VA,USA, [email protected] VanessaCamilleri UniversityofMalta,Msida,Malta, [email protected] AlexandraCarter UniversityofCalifornia,LosAngeles,CA,USA, [email protected] xi

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