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Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare

Book Description

Too often the suggestion of using games and virtual environments in an educational setting is met with skepticism and objections. Many traditionally-oriented educators are simply not aware of the benefits that come from implementing digital games into an instructional environment. Serious Games and Multi-User Virtual Environments in Education, Professional Development, and Healthcare seeks to counter these doubts by explaining how digital environments can easily become familiar and beneficial for educational and professional development. Highlighting techniques beyond the traditional practice, this reference source is useful for researchers, academics, professionals, and students interested in the benefits to implementing these games into various aspects of our environment.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. List of Reviewers
  5. Preface
  6. Acknowledgment
  7. Section 1: Factors and Key Components of Serious Games and Multi-User Virtual Environments
    1. Chapter 1: Concepts behind Serious Games and Computer-Based Trainings in Health Care
      1. ABSTRACT
      2. INTRODUCTION
      3. PRESENCE, IMMERSION, AND FLOW
      4. DETERMINANTS OF PRESENCE
      5. CONSEQUENCES OF PRESENCE
      6. MEASURING PRESENCE
      7. PERSONAL CHARACTERISTICS
      8. DISCUSSION
      9. CONCLUSION
    2. Chapter 2: Balancing Instruction and Construction in Virtual World Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND: CONSTRUCTIVISM
      4. INSTRUCTION VS. CONSTRUCTION
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    3. Chapter 3: Not in My Class You Don't!
      1. ABSTRACT
      2. INTRODUCTION
      3. VIDEO GAMES IN EDUCATION
      4. FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
  8. Section 2: Authoring, Control, and Evaluation in Serious Games for Education
    1. Chapter 4: Authoring of Serious Games for Education
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
    2. Chapter 5: Personalized, Adaptive Digital Educational Games using Narrative Game-Based Learning Objects
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CONCLUSION
    3. Chapter 6: Collaborative Learning and Game Mastering in Multiplayer Games
      1. ABSTRACT
      2. INTRODUCTION
      3. COLLABORATIVE LEARNING
      4. GAME MASTERING
      5. KNOWLEDGE SHARING IN SERIOUS GAMES USING PEER EDUCATION
      6. A SOCIAL SERIOUS GAMING APPROACH
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
    4. Chapter 7: Evaluation of Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. CONCLUSION
      4. APPENDIX
  9. Section 3: Games and Virtual Worlds in Education
    1. Chapter 8: Social Presence in Virtual World Interviews
      1. ABSTRACT
      2. INTRODUCTION
      3. STUDY DESIGN
      4. CONCLUSION
    2. Chapter 9: Engaging Classes in a Virtual World
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. ADULT LEARNING THEORIES
      5. WHY WAS SECOND LIFE CHOSEN FOR THE RESEARCH?
      6. THE AVATAR AS RESEARCHER
      7. METHODOLOGY
      8. FINDINGS
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
    3. Chapter 10: Gaming in School
      1. ABSTRACT
      2. INTRODUCTION
      3. SERIOUS GAMES
      4. SERIOUS GAMES IN SCHOOL EDUCATION
      5. STATUS QUO OF COMPUTER AND SERIOUS GAME USAGE
      6. CONSTRAINTS
      7. RESEARCH QUESTIONS
      8. METHOD
      9. RESULTS
      10. DISCUSSION
    4. Chapter 11: Quantitative Analysis of Voice and Keyboard Chat in a Paper Presentation Seminar in a Virtual World
      1. ABSTRACT
      2. INTRODUCTION AND BACKGROUND
      3. METHOD
      4. RESULTS
      5. DISCUSSION
      6. CONCLUSION AND FUTURE RESEARCH DIRECTIONS
    5. Chapter 12: Serious Games as an Instrument of Non-Formal Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. FROM BOOK PAGE TO WEB PAGE
      4. QUIZ: BETWEEN ASSESSMENT TOOL AND GAME ENTERTAINMENT
      5. FOOTPRINT SIMULATIONS: QUIZZES ON PERSONAL BEHAVIOR
      6. CASUAL GAMES: INCIDENTAL LEARNING WITHIN FIVE MINUTES
      7. EXCURSUS: GAMES ON THE ISSUE OF ENERGY SAVING
      8. COMPLEX GAMES = SUSTAINABLE LEARNING?
      9. CONCLUSION
      10. APPENDIX
  10. Section 4: Games and Virtual Worlds in Health Care
    1. Chapter 13: Serious Games and Motor Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. SERIOUS GAMES FOR MOTOR LEARNING: THEORY
      4. SERIOUS GAMES FOR MOTOR LEARNING: EVIDENCE
      5. SERIOUS GAMES FOR MOTOR LEARNING: TECHNOLOGY
      6. SUMMARY AND CONCLUSION
    2. Chapter 14: Clinical Virtual Worlds
      1. ABSTRACT
      2. INTRODUCTION
      3. CLINICAL VIRTUAL WORLDS: CATEGORIZED OVERVIEW OF VIRTUAL WORLDS IN CLINICAL PRACTICE
      4. CLINICAL VIRTUAL WORLDS: WIDER IMPLICATIONS FOR PROFESSIONAL DEVELOPMENT IN HEALTHCARE
      5. CONCLUSION
    3. Chapter 15: Play Yourself Fit
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SOLUTIONS AND RECOMMENDATIONS
      5. FUTURE RESEARCH DIRECTIONS
    4. Chapter 16: Exergames for Elderly Persons
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND: THE ELDERLY
      4. REQUIREMENTS
      5. SOLUTION AND PROTOTYPE
      6. EVALUATION
      7. FUTURE RESEARCH
      8. CONCLUSION
    5. Chapter 17: Social Inclusion through Virtual Worlds
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER1
      5. SUMMARY OF FINDINGS
      6. SOLUTIONS AND RECOMMENDATIONS: THE VAYAV METAVERSE
      7. CONCLUSION
    6. Chapter 18: Massively Multiplayer Online Role Playing Games for Health Communication in Brazil
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MMORPGS FOR HEALTH COMMUNICATION
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
  11. Compilation of References
  12. About the Contributors