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Cover Art
E-RESOURCE

Title Serious games and virtual worlds in education, professional development, and healthcare [electronic resource] / Klaus Bredl and Wolfgang Bösche, editors.

Published Hershey, Pa. : IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA), c2013.

Copies

Location Call No. Status
 UniM INTERNET resource    AVAILABLE
Physical description electronic texts (312 p.) : digital files.
Bibliography Includes bibliographical references.
Contents Concepts behind serious games and computer-based trainings in health care: immersion, presence, flow / Jana Birkenbusch, Oliver Christ -- Balancing instruction and construction in virtual world learning / Alke Martens, Dennis Maciuszek -- Not in my class you don't!: the naive association of video games with aggression as a hindrance to their use in education / Christopher J. Ferguson -- Authoring of serious games for education / Florian Mehm, Christian Reuter, Stefan Göbel -- Personalized, adaptive digital educational games using narrative game-based learning objects / Stefan Göbel, Florian Mehm -- Collaborative learning and game mastering in multiplayer games / Johannes Konert ... [et al.] -- Evaluation of serious games / Stefan Göbel, Michael Gutjahr, Sandro Hardy -- Social presence in virtual world interviews / Elizabeth Dean (RTI International, USA), Joe Murphy (RTI International, USA), Sarah Cook -- Engaging classes in a virtual world / Sue Gregory -- Gaming in school: factors influencing the use of serious games in public schools in Middle Germany / Daniel Schultheiss, Maike Helm -- Quantitative analysis of voice and keyboard chat in a paper presentation seminar in a virtual world / Michael Gutjahr, Wolfgang Bösche -- Serious games as an instrument of non-formal learning: a review of web-based learning experiences on the issue of renewable energy / Steffen Winny -- Serious games and motor learning: concepts, evidence, technology / Josef Wiemeyer, Sandro Hardy -- Clinical virtual worlds: the wider implications for professional development in healthcare / LeRoy Heinrichs, Li Fellander-Tsai, Dick Davies -- Play yourself fit: exercise + videogames = exergames / Hannah R. Marston, Philip A. McClenaghan -- Exergames for elderly persons: physical exercise software based on motion tracking within the framework of ambient assisted living / Oliver Korn ... [et al.] -- Social inclusion through virtual worlds / Hein de Graaf -- Massively multiplayer online role playing games for health communication in Brazil / Marcelo Simão de Vasconcellos, Inesita Soares de Araújo.
Restrictions Restricted to subscribers or individual electronic text purchasers.
Summary "This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.
Other formats Also available in print.
System notes Mode of access: World Wide Web.
Notes Description based on title screen (IGI Global, viewed April 17, 2013).
Other author Bredl, Klaus.
Bösche, Wolfgang.
IGI Global.
Subject Virtual reality in education.
Shared virtual environments.
Computer games -- Design.
Career development -- Computer simulation.
Medical care -- Computer simulation.
Educational technologies
Immersive education
Serious games
Social computing
Virtual communities
Virtual learning environments
ISBN 9781466636743 (ebook)
9781466636736 (hardcover)
Standard Number 10.4018/978-1-4666-3673-6