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This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on;
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Serious games can provide a convenient and straightforward access to complex knowledge for all age groups. However, learning achievements;
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range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification;
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This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer;
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for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target;
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for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target;
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serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single;
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of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and;
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; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health;
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global experiences. Chapters include how to increase learner engagement using serious games, using game features for classroom engagement, using;
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of digital games that have an educational purpose, so called serious games, for global education when used in EFL scenarios. The results show a clear;
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. The papers offer a wide range in the use of serious games in several fields like learning, simulation, training, health, well-being;
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to problem solving through individualized game techniques. Topics include: improving education with games; educational games for the physical;
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carefully reviewed and selected from various submissions. The papers are organized in topical sections on games for health, games for education and;
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developing innovative and interactive VR and SG technology for the special needs education. More specifically, several VR serious games are designed;
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This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012;
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games into pre-graduate preparation of teachers. Current trends in education point towards the ever-increasing integration of information and;
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increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare;
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increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare;
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This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and;
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, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications;
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look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game;
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This book includes more than twenty computer games and simulations for use in teacher training. Each of these simulations is innovative;
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, in June 2015. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the;
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This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014;
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; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.;
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Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable;
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