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Index
Cover
Frontmatter
1. Introduction
1. Innovations in Serious Games for Future Learning
2. Serious Games: A New Paradigm for Education?
3. Origins of Serious Games
4. Serious Learning in Serious Games
2. Theories and reviews
5. Social Flow and Learning in Digital Games:A Conceptual Model and Research Agenda
6. A Formalism to Define, Assess and Evaluate Player Behaviour in Mobile Device Based Serious Games
7. Serious Games for Health and Safety Training
8. Augmenting Initiative Game Worlds with Mobile Digital Devices
3. Custom-made games and case studies
9. Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction
10. Operation ARIES!: A Serious Game for Teaching Scientific Inquiry
11. From Global Games to Re-contextualized Games: The Design Process of TekMyst
12. Using Serious Games for Assessment
13. Designing and Evaluating Emotional Student Models for Game-Based Learning
14. Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters
4. Use of Commercial-off-the-shelf (COTS) games in Education
15. Choosing a Serious Game for the Classroom:An Adoption Model for Educators
16. Learning Narratives with Harry Potter. “Manuel de Fallas’s The Prophet Newspaper”
17. Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom
18. Modding in Serious Games: Teaching Structured Query Language (SQL) Using NeverWinter Nights
19. Expanding a VLE-Based Integration Framework Supporting Education in Second Life
5. Social aspects and Gamification
20. Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training
21. Experiences of Promoting Student Engagement Through Game-Enhanced Learning
22. What Computing Students Can Learnby Developing Their Own Serious Games
23. Social Interactive Learning in Multiplayer Games
Backmatter
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