Affective Learning and Serious Games

個数:
  • 予約
  • ポイントキャンペーン

Affective Learning and Serious Games

  • ウェブストア価格 ¥30,355(本体¥27,596)
  • CRC Press(2026/06発売)
  • 外貨定価 US$ 140.00
  • 【ウェブストア限定】洋書・洋古書ポイント5倍対象商品(~2/28)
  • ポイント 1,375pt
  • 現在予約受付中です。出版後の入荷・発送となります。
    重要:表示されている発売日は予定となり、発売が延期、中止、生産限定品で商品確保ができないなどの理由により、ご注文をお取消しさせていただく場合がございます。予めご了承ください。

    ●3Dセキュア導入とクレジットカードによるお支払いについて
  • 【入荷遅延について】
    世界情勢の影響により、海外からお取り寄せとなる洋書・洋古書の入荷が、表示している標準的な納期よりも遅延する場合がございます。
    おそれいりますが、あらかじめご了承くださいますようお願い申し上げます。
  • ◆画像の表紙や帯等は実物とは異なる場合があります。
  • ◆ウェブストアでの洋書販売価格は、弊社店舗等での販売価格とは異なります。
    また、洋書販売価格は、ご注文確定時点での日本円価格となります。
    ご注文確定後に、同じ洋書の販売価格が変動しても、それは反映されません。
  • 製本 Hardcover:ハードカバー版/ページ数 280 p.
  • 言語 ENG
  • 商品コード 9781041322627

Full Description

In a world where technology and education intertwine, the way we learn and interact with information is undergoing a profound transformation. This transformation is deeply influenced by nonverbal communication, human-computer interaction through emotions, emotion expression, emotion recognition, and persuasion techniques. These topics are not only inherently fascinating but also pivotal in creating innovative educational systems.

Humans have a natural tendency to perceive emotions even in artifacts. The behavior of a robot, whether through gestures, movements, or simulated expressions, can evoke emotional reactions in us. This innate response lays the foundation for intuitive interactions with technology. Imagine a world where computers, robots, and other digital artifacts understand and respond to our emotions. Such interactions have the potential to revolutionize the way we learn, communicate, and solve problems.

Games, on the other hand, captivate people of all ages. Beyond entertainment, games offer a powerful medium for interaction and engagement. Serious games, in particular, take this concept further by addressing real-world issues and fostering learning through immersive experiences. They enable users to learn visually, emotionally, and experientially, making education not just effective but enjoyable.

This book explores the exciting fields of Affective Learning, Serious Games, and next-generation educational technologies, shedding light on recent research and its implications for the future of education. Emerging technologies such as virtual and mixed reality, and digital twins are also highlighted for their potential to create immersive and culturally responsive learning experiences. These emerging disciplines leverage emotional engagement and game-based learning to enhance educational outcomes. Affective Learning uses emotional cues to create responsive, human-like interactions in educational systems, while Serious Games harness the power of gaming to teach through simulated experiences. Together, they represent a promising direction for the future of learning. The authors offer interdisciplinary insights that connect research findings with real-world educational practice.

Contents

Preface. SECTION 1: AFFECTIVE LEARNING. 1. Intelligent Tutoring System using Affective Interaction. 2. The Impact of Avatars Used in Online Education on Learning Effectiveness. 3. Emotion-Driven Story Generation for Game-Based Learning in Virtual Environments. SECTION 2: AFFECTIVE INTERACTION. 4. Pet-type Artifact That Promotes Behavior Change through Emotional Expression. 5. Affective Learning in Human-Robot Interaction. 6. Observation of Students' Behavior for Affective Learning. 7. Cross-Cultural Perspectives on Persuasive Affective Learning through Information Media. Section 3: SERIOUS GAMES. 8. Serious Games for Teaching Social Media Etiquette Through Simulated Experience. 9. Learning English Through Etymology and Animation: A New Approach for Elementary Students. 10. Experiencing the Role of a Bully: A Serious Game for Anti-Bullying Education. 11. Motivating Athletic Performance: A Throwing Training System with Immersive Feedback. 12. Enhancing Spatial Cognition in Sports Through Virtual Reality Training. 13. Game with a Purpose: Building a Visual Effect Dictionary Through Engaging Gameplay. SECTION 4: XR AND BEYOND: THE FUTURE OF LEARNING. 14. Beyond Flatland: Mixed Reality Geometry for Immersive STEM Learning. 15. Mixed Reality and Generative Art in Mathematics and Programming Education. 16. Immersive Geography Education Through Digital Twins and Virtual Reality. Conclusion.

最近チェックした商品