By Stefan Göbel, Josef Wiemeyer
ISBN-10: 3319059718
ISBN-13: 9783319059716
ISBN-10: 3319059726
ISBN-13: 9783319059723
This publication constitutes the refereed court cases of the 4th overseas convention on severe video games for education, schooling, healthiness and activities, video game Days 2014, held in Darmstadt, Germany, in April 2014. The thirteen complete papers provided including three brief papers, 2 keynotes, and three workshop papers have been conscientiously reviewed and chosen for inclusion during this publication. the subjects of the papers are settled within the fields of (game-based) education, educating and studying, authoring instruments, cellular gaming, health and wellbeing and rehabilitation, and citizen technology. The papers deal with a wide scope of concerns, together with mechanisms and results of (Serious) video games, model and personalisation, neighborhood, cellular, and web studying and schooling purposes, video game, reuse and review, video game settings, kinds of novices, challenge fixing etc.
Read Online or Download Games for Training, Education, Health and Sports: 4th International Conference on Serious Games, GameDays 2014, Darmstadt, Germany, April 1-5, 2014. Proceedings PDF
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Additional info for Games for Training, Education, Health and Sports: 4th International Conference on Serious Games, GameDays 2014, Darmstadt, Germany, April 1-5, 2014. Proceedings
Example text
Such differences may also apply to the occurrence of gamer types – as some comments of play testers let assume. An efficacy study of the created app is necessary. Transferable Game Structure. In general the chance to reuse a game depends on supported knowledge structures. JuraShooter StGB works with questions. This game mechanic is applicable to the most technical domains. Therefore the JuraShooter game engine can be reused easily. For many other games this may not be possible. 11 Admittedly this phenomenon is typical for all games.
1, the software: instead of developing an own app framework and content editor the existing software has been used. This leads to the consideration of license fees. Since there is not yet a fixed license fee rate we calculated an hourly equivalent of fictitious royalties. g. by [17], but in relative ratios of work time. The required monetary expenditures are specific to each local context with its characteristic wage level. 20 H. Söbke et al. development after selling a certain number of licenses.
In: Proc. of ICALT 2012, pp. 740–741 (2012) (6268245 ) 14. : The eLearning Guild: 360 report on immersive learning simulations (2008) 15. org/index. php/83-content-popup/116-repository 16. : Game Writing: Narrative Skills for Videogames. Cengage Learning (2006) 17. : Presence Beyond the Narrative: semiotic tools for deconstructing the personal story. Curriculum Studies 2(2), 221–247 (1994) 18. : Translating Constructivism into Instructional Design: Potential and Limitations. Edu. Tech. & Soc. 8(1), 17–27 (2005) 19.
Games for Training, Education, Health and Sports: 4th International Conference on Serious Games, GameDays 2014, Darmstadt, Germany, April 1-5, 2014. Proceedings by Stefan Göbel, Josef Wiemeyer
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