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Entertainment Computing, 2 2 Product details Paperback Publisher: Bridging the gap between reality and training. Abstract Serious games are being used ever more for purposes of learning, training and human performance evaluation.

Keywords Serious games; Development methodology; Open source tools. A comprehensive guide to simulations, computer games, and pedagogy in e-learning and other educational experiences.

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Instructional design authoring support for the development of serious games and mixed reality training. The Jahshaka Project Ltd.

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A study of educational simulations part 1-engagement and learning. Alexa Actionable Analytics for the Web. Open Source Solid Modeling. A systematic literature review of empirical evidence on computer games and serious games.

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This paper describes an overview of the iterative and integrative methodology for developing serious games, expanding the specification with open source tools. Assessment in and of serious games: Executive Summary and Model. Be the first to review this item Would you like to tell us about a lower price? User Username Password Remember me. Simulation, 91 4 The Apache Software Foundation.

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In addition, the uses of this methodology and these tools are exemplified with two different scenarios. Journal of Interactive Learning Research, 19 3 A State of the Art Report. The Euclid RTP Digital game-based learning DGBL model and development methodology for teaching history.

Making a game of the old testament balancing authenticity, education and entertainment. Advances in Human-Computer Interaction,1. Write a customer review. Abnnt like to read this book on Abmt Don’t have a Kindle?

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