Download E-Learning and Games for Training, Education, Health and by Andrés Saraos Luna, Valérie Gouranton, Bruno Arnaldi 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 ebook constitutes the refereed court cases of the seventh overseas convention on E-Learning and video games, Edutainment 2012, held along with the third overseas convention on critical video games for education, schooling, future health and activities, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 complete papers awarded have been rigorously reviewed and chosen for inclusion during this publication. they're geared up in topical sections named: game-based education; game-based educating and studying; rising studying and gaming applied sciences; authoring instruments and mechanisms; and critical 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 info 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

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H¨am¨al¨ainen and Oksanen [7] developed a scripted 3D learning game for vocational learning with real-time teacher orchestration. Their findings indicate that the teacher plays a vital role in knowledge construction processes. de Role Playing Game, author’s note. com 26 3 V. Wendel, S. G¨ obel, and R. Steinmetz Concept As mentioned before, in game-based learning scenarios for self-regulated learning in classroom the role of the teacher is vital. The teacher has various responsibilities in the learning process: observation, orchestration, assistance, correction, or mediation of the learning process and the interactions between learners.

14] designed a collaborative learning environment to show how technology can be used to enhance collaboration in learning. However, none of these games provide support for an instructor to be able to assess or control such a game at run-time. The potential of CSCL is being known and researched for many years [15]. The combination of CSCL technology and gaming technology however, is a rather new field with only few examples. H¨ am¨al¨ainen [1] for example designed an environment for comuter-supported learning for vocational learning.

Gedeon, D. Zhu, and S. Bersot As shown in Figure 6, the ghost is actually a second 3D robot arm with a different colour and transparent pattern. It will appear when the position difference/error between the real robot arm and the virtual one exceeds a pre-defined limit. In this way, users have a direct visual feedback of the real robot arm’s current position through the ghost and the position of the virtual robot arm which represents the intended position to move to. 4 Vision Based Rock Tracking In order to simulate the movements of other objects especially for the rocks in the simulation, we developed a computer vision based rock tracking software approach.

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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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