LEADER 06247nam 22007935 450 001 996465585303316 005 20200630003811.0 010 $a3-642-33466-0 024 7 $a10.1007/978-3-642-33466-5 035 $a(CKB)3400000000086223 035 $a(SSID)ssj0000767497 035 $a(PQKBManifestationID)11442366 035 $a(PQKBTitleCode)TC0000767497 035 $a(PQKBWorkID)10740465 035 $a(PQKB)11480974 035 $a(DE-He213)978-3-642-33466-5 035 $a(MiAaPQ)EBC3070594 035 $a(PPN)16832458X 035 $a(EXLCZ)993400000000086223 100 $a20120904d2012 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aE-Learning and Games for Training, Education, Health and Sports$b[electronic resource] $e7th International Conference, Edutainment 2012, and 3rd International Conference, GameDays 2012, Darmstadt, Germany, September 18-20, 2012, Proceedings /$fedited by Stefan Göbel, Wolfgang Mueller, Bodo Urban, Josef Wiemeyer 205 $a1st ed. 2012. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2012. 215 $a1 online resource (XVIII, 194 p. 68 illus.) 225 1 $aInformation Systems and Applications, incl. Internet/Web, and HCI ;$v7516 300 $aInternational conference proceedings. 311 $a3-642-33465-2 320 $aIncludes bibliographical references and author index. 327 $aCollaborative Virtual Environments for Training: A Unified Interaction Model for Real Humans and Virtual Humans -- Developing a Situated Virtual Reality Simulation for Telerobotic Control and Training -- Game Mastering in Collaborative Multiplayer Serious Games -- Implementing High-Resolution Adaptivity in Game-Based Learning -- Game-Based Teaching and Learning Turning High-Schools into Laboratories? Lessons Learnt from Studies of Instructional Effectiveness of Digital Games in the Curricular Schooling System -- Application of NXT Based Robots for Teaching Java-Based Concurrency -- The Effect of Learning Mechanics Design on Learning Outcomes in a Computer-Based Geometry Game -- A Serious Game for Architectural Knowledge in the Classroom -- Evaluation of Competence Development in WoW -- ?This Game Is Girly!? Perceived Enjoyment and Student Acceptance of Edutainment -- Emerging Learning and Gaming Technologies Towards a Social Game Interaction Taxonomy: A Social Gaming Approach towards Peer Knowledge Sharing and Participation in Serious Games -- Mobile Worlds: Mobile Gaming and Learning? -- Science and Technology Communication Activities by Using 3D Image Projection System -- Potentials of a Low-Cost Motion Analysis System for Exergames in Rehabilitation and Sports Medicine -- Authoring Tools and Mechanisms Puzzle-it: An HTML5 Serious Games Platform for Education: Puzzle Based Serious Games for Education -- Authoring of Serious Adventure Games in StoryTec -- Designing an Interactive Storytelling Game -- Towards Puzzle Templates for Multiplayer Adventures -- Context-Sensitive User-Centered Scalability: An Introduction Focusing on Exergames and Assistive Systems in Work Contexts -- The Impact of Different Gaming Interfaces on Spatial Experience and Spatial Presence ? A Pilot Study -- Perceptual and Computational Time Models in Game Design for Time Orientation in Learning Disabilities -- StoryTec: Authoring Adaptive Cross-Platform Games -- Veni, Vidi, VICERO ? But Where to Start? 330 $aThis book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health. 410 0$aInformation Systems and Applications, incl. Internet/Web, and HCI ;$v7516 606 $aPersonal computers 606 $aEducation?Data processing 606 $aUser interfaces (Computer systems) 606 $aApplication software 606 $aMultimedia information systems 606 $aComputer graphics 606 $aPersonal Computing$3https://scigraph.springernature.com/ontologies/product-market-codes/I24083 606 $aComputers and Education$3https://scigraph.springernature.com/ontologies/product-market-codes/I24032 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aInformation Systems Applications (incl. Internet)$3https://scigraph.springernature.com/ontologies/product-market-codes/I18040 606 $aMultimedia Information Systems$3https://scigraph.springernature.com/ontologies/product-market-codes/I18059 606 $aComputer Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22013 615 0$aPersonal computers. 615 0$aEducation?Data processing. 615 0$aUser interfaces (Computer systems). 615 0$aApplication software. 615 0$aMultimedia information systems. 615 0$aComputer graphics. 615 14$aPersonal Computing. 615 24$aComputers and Education. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aInformation Systems Applications (incl. Internet). 615 24$aMultimedia Information Systems. 615 24$aComputer Graphics. 676 $a004.16 702 $aGöbel$b Stefan$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aMueller$b Wolfgang$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aUrban$b Bodo$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aWiemeyer$b Josef$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a996465585303316 996 $aE-Learning and Games for Training, Education, Health and Sports$92830471 997 $aUNISA