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SGAMES (Conference) (2016 :)
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Serious games, interaction and simulation = 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016 : revised selected papers /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Serious games, interaction and simulation/ edited by Carlos Vaz de Carvalho, Paula Escudeiro, Antonio Coelho.
其他題名:
6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016 : revised selected papers /
其他題名:
SGAMES 2016
其他作者:
Carvalho, Carlos Vaz de.
團體作者:
SGAMES (Conference)
出版者:
Cham :Springer International Publishing : : 2017.,
面頁冊數:
xiv, 157 p. :ill., digital ;24 cm.
內容註:
Using Games for the Phonetics Awareness of Children with Down syndrome -- Playful and gameful learning in a hybrid space -- Improving the learning of child movements through games -- ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children -- The Importance of Socio-emotional Agency in Applied Games for Social Learning -- Learning Analytics Model in a Casual Serious Game for Computer Programming Learning -- GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Intellectual Disabilities -- Automatic Extraction of Gameplay Design Expertise: an Approach Based on Semantic Annotation -- Designing game strategies: An analysis from knowledge management in software development contexts -- Neurocognitive stimulation Game: Serious game for neurocognitive stimulation and assessment -- The Perspectives of Older People on Digital Gaming: Interactions with Console and Tablet-based Games -- A Serious Game for Digital Skill Building among Individuals at Risk, Promoting Employability and Social Inclusion -- Learning and Long-Term Retention of Task-Specific Training in a Non-injured Population Using the Computer Assisted Rehabilitation Environment (CAREN) -- Sign Language Support - Adding a Gesture Library to the Leap Motion SDK -- VirtualSign Game Evaluation -- Towards an Ontology of Requirements for Pervasive Games Based Learning Systems: a Requirements Engineering Perspective -- Social Mpower: An Educational Game for Energy Efficiency -- Gamification at Scraim -- The LabRint Serious Game: A New Intelligence Analysis Methodology.
Contained By:
Springer eBooks
標題:
Educational games - Congresses. -
電子資源:
http://dx.doi.org/10.1007/978-3-319-51055-2
ISBN:
9783319510552
Serious games, interaction and simulation = 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016 : revised selected papers /
Serious games, interaction and simulation
6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016 : revised selected papers /[electronic resource] :SGAMES 2016edited by Carlos Vaz de Carvalho, Paula Escudeiro, Antonio Coelho. - Cham :Springer International Publishing :2017. - xiv, 157 p. :ill., digital ;24 cm. - Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,1761867-8211 ;. - Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering ;176..
Using Games for the Phonetics Awareness of Children with Down syndrome -- Playful and gameful learning in a hybrid space -- Improving the learning of child movements through games -- ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children -- The Importance of Socio-emotional Agency in Applied Games for Social Learning -- Learning Analytics Model in a Casual Serious Game for Computer Programming Learning -- GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Intellectual Disabilities -- Automatic Extraction of Gameplay Design Expertise: an Approach Based on Semantic Annotation -- Designing game strategies: An analysis from knowledge management in software development contexts -- Neurocognitive stimulation Game: Serious game for neurocognitive stimulation and assessment -- The Perspectives of Older People on Digital Gaming: Interactions with Console and Tablet-based Games -- A Serious Game for Digital Skill Building among Individuals at Risk, Promoting Employability and Social Inclusion -- Learning and Long-Term Retention of Task-Specific Training in a Non-injured Population Using the Computer Assisted Rehabilitation Environment (CAREN) -- Sign Language Support - Adding a Gesture Library to the Leap Motion SDK -- VirtualSign Game Evaluation -- Towards an Ontology of Requirements for Pervasive Games Based Learning Systems: a Requirements Engineering Perspective -- Social Mpower: An Educational Game for Energy Efficiency -- Gamification at Scraim -- The LabRint Serious Game: A New Intelligence Analysis Methodology.
This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016. The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications.
ISBN: 9783319510552
Standard No.: 10.1007/978-3-319-51055-2doiSubjects--Topical Terms:
907184
Educational games
--Congresses.
LC Class. No.: LB1029.G3
Dewey Class. No.: 371.337
Serious games, interaction and simulation = 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016 : revised selected papers /
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Using Games for the Phonetics Awareness of Children with Down syndrome -- Playful and gameful learning in a hybrid space -- Improving the learning of child movements through games -- ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children -- The Importance of Socio-emotional Agency in Applied Games for Social Learning -- Learning Analytics Model in a Casual Serious Game for Computer Programming Learning -- GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Intellectual Disabilities -- Automatic Extraction of Gameplay Design Expertise: an Approach Based on Semantic Annotation -- Designing game strategies: An analysis from knowledge management in software development contexts -- Neurocognitive stimulation Game: Serious game for neurocognitive stimulation and assessment -- The Perspectives of Older People on Digital Gaming: Interactions with Console and Tablet-based Games -- A Serious Game for Digital Skill Building among Individuals at Risk, Promoting Employability and Social Inclusion -- Learning and Long-Term Retention of Task-Specific Training in a Non-injured Population Using the Computer Assisted Rehabilitation Environment (CAREN) -- Sign Language Support - Adding a Gesture Library to the Leap Motion SDK -- VirtualSign Game Evaluation -- Towards an Ontology of Requirements for Pervasive Games Based Learning Systems: a Requirements Engineering Perspective -- Social Mpower: An Educational Game for Energy Efficiency -- Gamification at Scraim -- The LabRint Serious Game: A New Intelligence Analysis Methodology.
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