Part I Game Production: Three Approaches Towards Teaching Game Production, by Tuomas M kil , Harri Hakonen, Jouni Smed, Andy Best; Design and Architecture of Sidh - a Cave Based Firefighter Training Game, by Mikael Lebram, Per Backlund, Henrik Engstr m, Mikael Johannesson; Human-Centred Design and Exercise Games - User's Experiences of a Fitness Adventure Prototype, by Antti V t nen, Jaana Leika; Children's Involvement in the Design of Game-Based Learning Environments. Cases Talarius and Virtual Peatland, by Tuula Nousiainen; Part II Learning: Designing Serious Games for Computer Assisted Language Learning - a Framework for Development and Analysis, by Bente Meyer, Birgitte Holm S rensen; Competence Complexity and Obvious Learning; Experience from Making a Language Learning Game, by Ellen Brox, Audun Heggelund, Gunn Evertsen; The Attitudes of Finnish School Teachers Towards Commercial Educational Games, by Minna Klemetti, Olli Taimisto, Paula Karppinen; Using Videogames as Educational Tools: Building Bridges Between Commercial and Serious Games, by Pilar Lacasa, Laura M ndez, Rut Mart ne; Part III Social Perspective: Let's Play Together with the Camera of Your Mobile Device, by Ekaterina Kuts, Carolina Islas-Sedano, Erkki Sutinen; AnimalClass: Social Networks in Gaming, by Harri Ketamo, Marko Suominen; Multiplayer Interface for a Computer-Augmented Learning Game, by Ari Putkonen, Markus Forst n; Part IV Technical Applications: RACER: A Non-Commercial Driving Game which Became a Serious Tool in the Research of Driver Fatigue, by Narciso Gonz lez, Igor Kalyakin, Heikki Lyytinen; VIPROSA - Game-like Tool for Visual Process Simulation and Analysis, by Tapani Liukkonen.
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