Oliver, M., Pelletier, C.: Activity theory and learning from digital games: implications for game design. In: Digital Generations: Children, Young People and New Media. Institute of Education, London (2004) 25.
been exposed to some of the unit's written material ( in particular the readings from Engels describing parts of Manchester , and from Bronte and Bamford describing the mills ) . Only the production schedules , money , and counters were ...
Although this can be good for many serious games applications, by focusing on the essential aspects of the intended experience, it may fail in other cases. This is the case when the focus of the player should be in the surrounding ...
Entertainment Comput. 5(3), 135–146 (2014) 3. Chung, G.K.W.K.: Guidelines for the design and implementation of game telemetry for serious games analytics. In: Loh, C.S., Sheng, Y., Ifenthaler, D. (eds.) Serious Games Analytics, pp.
This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018.
The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games' potential impact.
The failure of educational research to impact educational practice: Six obstacles to educational reform. In G. D. Phye, D. H., Robinson, & J. R. Levin (Eds.), Empirical methods for evaluating educational interventions (pp. 67–81).
In our case study, the spurious variables are myState (together with the definition of the state structure) and timeLeft. A language suited for game development by persons for whom game development is not their main job, ...
This book constitutes the proceedings of the Third Joint International Conference on Serious Games, JCSG 2017, held in Valencia, Spain, in November 2017.
Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book.
The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact.