By Andrés Saraos Luna, Valérie Gouranton, Bruno Arnaldi (auth.), Stefan Göbel, Wolfgang Müller, Bodo Urban, Josef Wiemeyer (eds.)
This ebook constitutes the refereed lawsuits of the seventh foreign convention on E-Learning and video games, Edutainment 2012, held together with the third foreign convention on severe video games for education, schooling, wellbeing and fitness and activities, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 complete papers provided have been rigorously reviewed and chosen for inclusion during this publication. they're equipped in topical sections named: game-based education; game-based educating and studying; rising studying and gaming applied sciences; authoring instruments and mechanisms; and severe video games for health.
Read or Download E-Learning and Games for Training, Education, Health and Sports: 7th International Conference, Edutainment 2012 and 3rd International Conference, GameDays 2012, Darmstadt, Germany, September 18-20, 2012. Proceedings PDF
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Additional info for E-Learning and Games for Training, Education, Health and Sports: 7th International Conference, Edutainment 2012 and 3rd International Conference, GameDays 2012, Darmstadt, Germany, September 18-20, 2012. Proceedings
User Model. User-Adapt. Interact. 20(5), 383–453 (2010) Turning High-Schools into Laboratories? Lessons Learnt from Studies of Instructional Effectiveness of Digital Games in the Curricular Schooling System Cyril Brom1, Vít Šisler1,2, Michaela Buchtová1,2, Daniel Klement3, and David Levčík3 1 Charles University in Prague, Faculty of Mathematics and Physics Ke Karlovu 3, Prague, Czech Republic 2 Charles University in Prague, Faculty of Arts, Nám. Jana Palacha 2, Prague, Czech Republic 3 Institute of Physiology, Academy of Sciences of the Czech Republic Vídeňská 1083, 142 00, Prague, Czech Republic Abstract.
169–291 (2001) 11. : Massively Multiplayer Online Games (MMOs) in the New Media Classroom. Educational Technology & Society 9(3), 160–172 (2006) 12. : Multi-Players Role- Playing Educational Serious Games: A Link between Fun and Learning. The International Journal of Learning 15(11), 229–240 (2008) 13. : Learning in Massively Multiplayer Online Games. In: ICLS 2004: Proceedings of the 6th International Conference on Learning Sciences, pp. 521–528. International Society of the Learning Sciences (2004) 14.
One very promising branch is the combination of CSCL concepts with Serious Gaming concepts. It has been shown [1–4] that Serious Games can be used in various learning scenarios and a variety of successful S. G¨ obel et al. ): Edutainment 2012/GameDays 2012, LNCS 7516, pp. 23–34, 2012. c Springer-Verlag Berlin Heidelberg 2012 24 V. Wendel, S. G¨ obel, and R. Steinmetz Serious Games examples exist today with target groups ranging from preschool to adolescents. However, to the best of our knowledge, there are only a very limited number of Serious Games adressing collaboration or collaborative learning.