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Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications

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Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications
Springer Berlin Heidelberg

Table of Contents

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    Book Overview
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    Chapter 1 Hybrid Document Matching Method for Page Identification of Digilog Books
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    Chapter 2 The Development of the AR-Fitness System in Education
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    Chapter 3 ARMate: An Interactive AR Character Responding to Real Objects
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    Chapter 4 The Application of Augmented Reality to Design Education
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    Chapter 5 Design and Application of the Augmented Reality with Digital Museum and Digital Heritage
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    Chapter 6 Effects of Multi-symbols on Enhancing Virtual Reality Based Collaborative
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    Chapter 7 A Virtual Computational Paper Folding Environment Based on Computer Algebraic System
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    Chapter 8 Physically-Based Virtual Glove Puppet
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    Chapter 9 Potential of Second Life for Psychological Counseling: A Comparative Approach
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    Chapter 10 Constructing a 3D Virtual World for Foreign Language Learning Based on Open Source Freeware
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    Chapter 11 Analysis of Brainwave Characteristics for Playing Heterogeneous Computer Games
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    Chapter 12 Game-Based Mobile Learning System for Campus on Android Platform
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    Chapter 13 Bayesian Network to Manage Learner Model in Context-Aware Adaptive System in Mobile Learning
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    Chapter 14 A Walk-Rally Support System Using Two-Dimensional Codes and Mobilephones
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    Chapter 15 A Service Platform for Logging and Analyzing Mobile User Behaviors
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    Chapter 16 Educational Affordances of Ubiquitous Learning
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    Chapter 17 Development of a Mobile Rhythm Learning System Based on Digital Game-Based Learning Companion
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    Chapter 18 Motivations for Game-Playing on Mobile Devices – Using Smartphone as an Example
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    Chapter 19 A Method for Determining Classroom Seating Arrangements by Using Bioinformatics
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    Chapter 20 Explore the Next Generation of Cloud-Based E-Learning Environment
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    Chapter 21 Research on Recognition and Mobile Learning of Birds Base on Network under the Condition of Human-Machine Collaboration
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    Chapter 22 Blue Sky Flying Camp — A Relief Project to Facilitate Pupils’ Understanding Concerning Aeronautics
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    Chapter 23 Peer Feedback in Online Writing System
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    Chapter 24 Designing a Mixed Digital Signage and Multi-touch Interaction for Social Learning
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    Chapter 25 Building a Multi-touch Tabletop for Classrooms
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    Chapter 26 Perceived Fit and Satisfaction on Online Learning Performance: An Empirical Study
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    Chapter 27 The Relationship of Motives and Achievements in Teacher’s Online Training Course
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    Chapter 28 Students Practice Minimally Invasive Surgery through Game-Based Assisted Learning
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    Chapter 29 The Study of Developing Spatial Ability by Applying Game-Based Learning
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    Chapter 30 A Study of Cooperative and Collaborative Online Game-Based Learning Systems
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    Chapter 31 Investigating the Effects of an Adventure Video Game on Foreign Language Learning
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    Chapter 32 Employing Software Maintenance Techniques via a Tower-Defense Serious Computer Game
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    Chapter 33 Playing Webcomic-Based Game on Facebook for Learning Chinese Festivals
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    Chapter 34 Old Dogs Can Learn New Tricks: Exploring Effective Strategies to Facilitate Somatosensory Video Games for Institutionalized Older Veterans
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    Chapter 35 Learning English with Online Game: A Preliminary Analysis of the Status of Learners’ Learning, Playing and Interaction
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    Chapter 36 ACIA—A Course Design Approach to Game Design Theory
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    Chapter 37 An Application of Interactive Game for Facial Expression of the Autisms
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    Chapter 38 A Cloud and Agent Based Architecture Design for an Educational Mobile SNS Game
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    Chapter 39 Facilitating Computational Thinking through Game Design
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    Chapter 40 The Embarrassing Situation of Chinese Educational Game
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    Chapter 41 Using Self-competition to Enhance Students’ Learning
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    Chapter 42 Towards an Open Source Game Engine for Teaching and Research
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    Chapter 43 Game Design Considerations When Using Non-touch Based Natural User Interface
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    Chapter 44 Effects of Type of Learning Approach on Novices’ Motivation, Flow, and Performance in Game-Based Learning
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    Chapter 45 Behavioral Traits of the Online Parent-Child Game Players: A Case Study and Its Inspirations
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    Chapter 46 The Evaluative Criteria of Computer-Based Vocabulary Learning Games
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    Chapter 47 The Importance and Use of Targeted Content Knowledge in Educational Simulation Games
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    Chapter 48 Development of Training System for Finger Dexterity: Use in Rehabilitation for Upper Body Paralysis
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    Chapter 49 Investigating the Impact of Integrating Self-explanation into an Educational Game: A Pilot Study
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    Chapter 50 A Study on Exploring Participant Behavior and Virtual Community in MMORPG
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    Chapter 51 Exploitation in Context-Sensitive Affect Sensing from Improvisational Interaction
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    Chapter 52 Improvising on Music Composition Game
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    Chapter 53 Increased Game Immersion by Using Live Player-Mapped Avatar Evolution
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    Chapter 54 My-Bookstore: A Game-Based Follow-Up Activity to Support Modeled Sustained Silent Reading
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    Chapter 55 Way to Inspire the Museum Audiences to Learn: Development of the Interpretative Interactive Installations for Chinese Cultural Heritage
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    Chapter 56 Learning from Internet of Things for Improving Environmentally Responsible Behavior
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    Chapter 57 Using Intelligent 3D Animated Character as the Interface for Interactive Digital TV System
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    Chapter 58 A Novel Approach of Learning English with Robot for Elementary School Students
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    Chapter 59 Framework for Educational Robotics: A Multiphase Approach to Enhance User Learning in a Competitive Arena
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    Chapter 60 Learning Robots: Teaching Design Students in Integrating Intelligence
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    Chapter 61 Applying ARCS Model for Enhancing and Sustaining Learning Motivation in Using Robot as Teaching Assistant
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    Chapter 62 An Investigation of Using Educational Toys into Science Instruction for 4th Graders
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    Chapter 63 HuayuNavi: A Mobile Chinese Learning Application Based on Intelligent Character Recognition
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    Chapter 64 Webpage-Based and Video Summarization-Based Learning Platform for Online Multimedia Learning
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    Chapter 65 Effects of Learning English Maxim through M-Learning with Different Content Representation
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    Chapter 66 Mobile Terminal-Based Tennis Instruction Support System for Beginners
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    Chapter 67 Developing a Complexity Problem-Based E-Learning Model: A Longitudinal Qualitative Case Study of a Six-Year Course Blog
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    Chapter 68 An Online Summary Writing System Combining with Concept Mapping and Annotation Sharing
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    Chapter 69 Web Programming Education through Developing Online Shop Web Application
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    Chapter 70 e-Adviser: A Web-Based Academic Support System for High School Students
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    Chapter 71 Constructing Directed Semantic Relationships between Concepts for Training Semantic Reasoning
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    Chapter 72 Live Python-Based Visualization Laboratory
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    Chapter 73 Cage-Based Tree Deformation
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    Chapter 74 Stylized Textile Image Pattern Classification Using SIFT Keypoint Histograms
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    Chapter 75 The Attributes and Importance of Online Game with Language Learning for College English-Majored Students
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    Chapter 76 The Influence of the Presentations of Game-Based Learning Teaching Materials on Chinese Idiom Learning
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    Chapter 77 Study on Influence of Adventure Game on English Reading Confidence, Motive and Self-efficacy
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    Chapter 78 The Application of Digital Game-Based Learning to Idioms Education Acceptance
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    Chapter 79 Using Web 2.0 Social Networking to Enhance Collaborative Learning in Preparing Graduation Events
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    Chapter 80 A Pilot Study of Taiwan Elementary School Students Learning Motivation and Strategies in Robotics Learning
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    Chapter 81 A Survey on Storytelling with Robots
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    Chapter 82 Design a Partner Robot with Emotions in the Mixed Reality Learning Environment
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    Chapter 83 The Human-Like Emotions Recognition Using Mutual Information and Semantic Clues
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    Chapter 84 Paradigm Shift in Education with the Use of e-Portfolio: Showcases of e-Portfolio at Work at the Various Levels of Education – Introduction and Showcase I: K-12 e-Portfolio Involving All Stakeholders
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    Chapter 85 Collaboration and Communication Using e-Portfolio among Junior-High/High School Students from Japan, Taiwan, and the United Kingdom
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    Chapter 86 Use of e-Portfolio in Effective Career Advising: Case of Ritsumeikan University
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    Chapter 87 Portfolio Intelligence System at Graduate School Level
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    Chapter 88 Deployment of Interactive Games in Learning Management Systems on Cloud Environments for Diagnostic Assessments
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    Chapter 89 A Pilot Study of Interactive Storytelling for Bullying Prevention Education
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    Chapter 90 Assessment for Online Small Group Discussion Based on Concept Map Scoring
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    Chapter 91 Using Game-Based Learning and Interactive Peer Assessment to Improve Career Goals and Objectives for College Students
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    Chapter 92 Digital Educational Games in Science Learning: A Review of Empirical Research
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    Chapter 93 A Review on the Concepts and Instructional Methods of Mini Digital Physics Games of PHYSICSGAMES.NET
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    Chapter 94 A Flash-Based Game for Employee Doing On-the-Job Training
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    Chapter 95 The Construction of Text-Based and Game-Based Teacher Career Aptitude Tests and Validity Comparisons
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    Chapter 96 Investigating Different Instructional Approaches Adopted in Educational Games
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    Chapter 97 Direct Lighting under Dynamic Local Area Light Sources
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    Chapter 98 A Group-Based Load Balancing Approach for the Multi-service Distributed Virtual Environment
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    Chapter 99 Research of Emotion Promoting Teaching Interaction in Virtual Learning Community -— A Case Study of Virtual Learning Community Based on Blackboard
Attention for Chapter 77: Study on Influence of Adventure Game on English Reading Confidence, Motive and Self-efficacy
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