Felicia, P., 2015. Unity 5 From Zero to Proficiency – Intermediate: Kindle Publishing.
In this book, entitled From Zero to Proficiency (Intermediate), which is the third book in the series (i.e., Foundations, Beginner, Intermediate and Advanced), readers will become comfortable with coding a game in C# by creating a survival game with NPCs, weapons, and dynamically generated levels. Features covered in this book include: Introduction to C#, 3D character animation, Artificial Intelligence, Weapons, inventory system, Dynamic level generation, and much more.
Felicia, P., 2015. Unity 5 From Zero to Proficiency – Beginner: Kindle Publishing.
Felicia, P., 2015. Unity 5 From Zero to Proficiency – Foundations: Kindle Publishing.
In this book, entitled From Zero to Proficiency (Foundations), which is the first book in the series (i.e., Foundations, Beginner, Intermediate and Advanced), readers will become comfortable with Unity’s interface and core features, by creating a project (with no coding involved) that includes both an indoor and an outdoor environment using a step-by-step approach. Features covered in this book include: creating objects (primitives), becoming familiar with the interface, creating an indoor scene, creating an outdoor scene, navigating through a scene, driving a car, piloting an airplane, and applying textures or color.
Felicia, P., 2014. Game-Based Learning: Challenges and Opportunities: Cambridge Scholars.
Game-Based Learning: Challenges and Opportunities is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century.
It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer.
Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily..
Felicia, P., 2013. Getting Statted with Unity.London: Packt Publishing.
Felicia, P. ed., 2012. Developments in Current Game-Based Learning Design and Deployment. Hershey: IGI-Global.
Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.
Felicia, P. ed., 2011. Handbook of research on improving learning and motivation through educational games. Hershey: IGI-Global.
Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approachesprovides relevant theoretical frameworks and the latest empirical research findings on game-based learning. It is written for professionals, such as students, teachers, developers or managers, who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design.
Digital games in schools: A handbook for teachers complements the study How are digital games used in schools, published in May 2009. Both publications have been written in the framework of European Schoolnet’s Games in Schools project which began in January 2008
and ended in June 2009. This handbook is intended for teachers interested in using digital games in their lessons. It provides the necessary information to understand the educational benefits of digital games and to learn how to use them as educational and motivational resources.