Read e-book online E-Learning and Games for Training, Education, Health and PDF

By Andrés Saraos Luna, Valérie Gouranton, Bruno Arnaldi (auth.), Stefan Göbel, Wolfgang Müller, Bodo Urban, Josef Wiemeyer (eds.)

ISBN-10: 3642334652

ISBN-13: 9783642334658

ISBN-10: 3642334660

ISBN-13: 9783642334665

This e-book constitutes the refereed lawsuits of the seventh overseas convention on E-Learning and video games, Edutainment 2012, held along side the third foreign convention on severe video games for education, schooling, overall healthiness and activities, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 complete papers provided have been conscientiously reviewed and chosen for inclusion during this ebook. 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.

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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 resources 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

Example text

Especially for the head leaning to the camera zooming control, they all commented that this was intuitive and exiting. 4 Conclusion and Future Work In this research, we present the development of a virtual reality simulation for the training of a mining teleoperation task (rock breaking). The entire development includes implementation of the 3D modeling, user control interface, vision based object tracking and natural interaction based virtual camera viewpoint control. A number of features have been implemented in order to enhance user experience of using this simulation.

Designing Collaborative Multiplayer Serious Games for Collaborative Learning. In: Proceedings of the CSEDU 2012 (2012) 9. : Video Games in Education. International Journal of Intelligent Simulations and Gaming 2(1), 49–62 (2003) 10. : Gaming the System: What Higher Education Can Learn From Multiplayer Online Worlds. In: The Internet and the University: Forum, pp. 169–291 (2001) 11. : Massively Multiplayer Online Games (MMOs) in the New Media Classroom. Educational Technology & Society 9(3), 160–172 (2006) 12.

Of the three games presented in the paper, none features real-time in-game adaptation. 6 Future Work The next steps of our work are finishing the Project Manager Game, and then evaluating the adaptivity component. This will be done by using the method of a controlled trial. The trial will be carried out using students of business economics, media and education management and computer science from three universities, split into groups of n = 50 to reach statistically meaningful results. The groups will play an adaptive and a non-adaptive version of the game.

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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 by Andrés Saraos Luna, Valérie Gouranton, Bruno Arnaldi (auth.), Stefan Göbel, Wolfgang Müller, Bodo Urban, Josef Wiemeyer (eds.)


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