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In this ongoing work, the team intends to present a conceptual serious game as an educational tool to promote and demonstrate the applicability of statistical concepts in day-to-day life and in the decision-making process. The serious game will provide learning content in a game-based environment where students/players interact by applying knowledge in Statistics. There will be no right or wrong answers...
Speech impediment affecting children with hearing difficulties and speech disorders requires speech therapy and much practice to overcome. To motivate the children to practice more, serious games can be used because children are more inclined to play games. In this paper, we have designed and implemented a serious game in which children can learn to speak specific words that they are expected to know...
This paper investigates the development of a classification of features inherent in the design and development of Location Based Experiences (LBEs) with a special focus on games for teaching and learning. The paper aims to identify and associate learning features, such as feedback, activities, outcomes and assessment with location-driven mechanics, such as location-based activities, entities, conditions...
Soft skills such as effective communication are becoming increasingly important for engineering graduates. Employers prize excellent written and oral abilities and literacy proficiency. High levels of academic literacy can significantly improve students' success in their university study. Traditional approaches to literacy improvement can limit student engagement. However, mobile learning and the...
Pervasive computing, facilitates robustly and practically the access to any information wished, in an amount of time. Its ultimate goal is to integrate seamless technologies into our daily in order to make our life much easier, then we benefit all services anywhere, at any time. Learning has always been paramount, not limited to a certain age, in any form whatsoever (informal as well as the formal...
Video game play is traditionally associated with sedentary activity, but it may be possible in the new mobile, ubiquitous game play paradigm to encourage users to engage in healthy exercise. Augmented Reality may be an ideal vehicle for this type of change, as it can add virtual game elements to a user's physical world. In this paper, we leveraged concepts drawn from mobile health monitoring as well...
Human Sensor data, Internet of Things and Social media are producing massive amount of data unfeasible to be processed by traditional algorithms, due to the fact that their understanding require high level perceptual and abstraction capabilities. In this paper we provide insights about our experience in developing and applying Serious Games to solve data collection, refinement and processing problems,...
Serious games and their applications in industry, businesses and other “serious” areas is a fast growing tendency. A success of serious game or serious gamified application's implementation and use in industry significantly depends on quality of external technical gamification platform to be used, or, serious game engine (SGE). The goals of the current SGE Research Group project at Bradley University...
Game-based learning and Problem-based learning are two different approaches that share some common principles about learning: student motivation and engagement, competence-based development, learning-by-doing, etc. eCity project aims at combining these two approaches to support students on solving engineering problems using an urban simulator environment. In this way, students will be able to tackle...
This paper discusses the integration of quiz mechanism into digital game-based learning platform addressing environmental and social issues caused by population growth. 50 participants' learning outcomes were compared before and after the session. Semi-structured interview was used to gather participants' viewpoints regarding of issues presented in the game. Phenomenography was used as a methodology...
The Refugee Interactive Skills for Employment (RISE) project aims to make use of games-based applications to engage with refugees in identifying and combating barriers to employment. The project has performed research into issues faced by EU refugees when seeking employment and has worked with these refugees to co-develop games-based learning (GBL) applications to improve the employability of refugees...
Serious games fall under a set of applications capable of improving recovery times by increasing the player's engagement. In this paper we focus on the possibility of joining thatcapacity to Microsoft Kinect sensors ability to collect data without the need of additional sensorsand present an application capable of giving proper feedback about the player's behavior during a rehabilitation session....
Smartphones are increasingly present in our daily lives. Since the launch of the Apple store, more than 500,000 applications were built and some 25 billion downloads were made. We are facing an era where the traditional medical paradigm is leaving the traditional physician-centred model and evolving towards a new de-centralized model where patients are given more responsibility for their health. In...
Serious gaming guides targeted behavior change to improve behaviors in everyday living. This survey of the field focuses on two case studies--one game aims to improve the social behavior of autistic children, and the other helps migrants interact with locals.
This paper describes the design and development of a mobile serious game and discusses the outcomes of a prototype evaluation. The game augments a physical location to represent a virtual company. Players take the role of business consultants hired by this company to help it address its problems and 'interview' virtual employees, obtaining information and physical artifacts, players must infer the...
This paper analyses the similarities between the Digital Interactive Storytelling(DIS) and Serious Games, which are both benefit for Technology-Enhanced Learning(TEL). It constructs the process of how to applicate the DIS into Serious Games and demonstrates some new technologies should be used to support the integration of DIS and Serious Games.
Mobile phones can persuade users to adopt healthy behaviors such as regular exercise. Monsters & Gold, a context-aware, user-adaptive mobile fitness game, runs on mobile phones to motivate and train users in jogging outdoors. The game dynamically presents virtual monsters, gold, and other items-according to factors such as users' heart rate, age, and exercise phase-to encourage users to speed...
This paper is to introduce the definition of serious games and discuss the advantages and barriers for the mobile serious game market, as well as the segmentations for the current serious game market. This paper is to point out the influence from the serious games on mobile game developerspsila commercial strategies formulation and the implication of the value chain reengineering for the serious game...
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