Papers presented at the interdisciplinary workshop "Affective and Emotional Aspects of Human-Computer Interaction: Emphasis on Game-Based and Innovative Learning Approaches."
Includes bibliographical references and index.
Title page; Foreword; Acknowledgements; Supplementary Material Available via the Internet; Contents; Game-Based Learning; Affective Gaming: Advancing the Argument for Game-Based Learning; Didactic Analysis of Digital Games and Game-Based Learning; Immersive Environments: What Can We Learn from Commercial Computer Games?; What Is a Game Ego? (or How the Embodied Mind Plays a Role in Computer Game Environments); Multiple Motivations Framework; An Instructional Design/Development Model for the Creation of Game-Like Learning Environments: The FIDGE Model.
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The learning process can be seen as an emotional and personal experience that is addictive and motivates learners to proactive behavior. Divided in three parts, this title discusses major topics such as: emotions, motivation, games, and game-experience.
Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.
IOS Press
978-1-58603-572-3
Affective and emotional aspects of human-computer interaction.
158603572X
Computer games-- Research.
Computer-assisted instruction.
Education-- Effect of technological innovations on.
Education-- Simulation methods.
Experiential learning.
Learning-- Research.
Apprentissage expérientiel.
Apprentissage-- Recherche.
Éducation-- Simulation, Méthodes de.
Éducation, Effets des innovations sur l'
Enseignement assisté par ordinateur.
Jeux d'ordinateur-- Recherche.
Computer-assisted instruction.
COMPUTERS-- Educational Software.
Education-- Effect of technological innovations on.