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The success of electronic sports (eSports), where professional gamers participate in competitive leagues and tournaments, brings new challenges for the video game industry. Other than fun, games must be difficult and challenging for eSports professionals but still easy and enjoyable for amateurs. In this article, we consider Multi-player Online Battle Arena games (MOBA) and particularly, "Defense...
Games-based learning is an effective way to get learners actively involved in educational activities. This paper attempts to bridge the gap that exists between learning and engagement theory and systems analysis and design through a multidisciplinary framework for guiding the development of new educational games aimed at intellectually challenged children. Based on this framework a new web-based games...
In childhood, play is critical to the successful development of children and it can be regarded as the most important activity in their daily life, allowing interaction and discovery of the world around them. As a consequence, it is important to ensure that this birthright is protected and accessible to every child, including those with special needs. Professionals, such as therapists, are often in...
Formulation problem of algorithmization process of risk management using a conceptual model of risk management, reflecting the basic concepts of the semantic domain.
The inclusion of people with disabilities in regular schools needs to be effective. Therefore, appropriated teaching methods, materials and capacitated teachers are indispensable factors. By using learning objects, it is necessary to ensure that they were built considering the needs of people with disabilities, which means the possibility of using accessibility resources. In this work, only visual...
Gamification is a technique that, through the use of game elements, encourages users to learn and create opportunities to explore issues that necessarily must be approached from a theoretical perspective. For example, theories related to risk management. This work implements a proposal of a Gamified Web Application to strengthen the teaching of risk management. The building of the application focuses...
At many universities across the United States, the students' ideas resulting from course-associated work may not be their own, especially if they make "significant use" of university equipment or resources. But what does "significant use" mean for an undergraduate who is required to complete a unique design, in a team, for a grade? Is the design patentable? Licensable? Protected?...
This work describes the experience of a teacher training course about Scratch, a programming tool that has been used in the pedagogical context. Scratch allows teachers and students be able to develop learning objects as a way to systematize the content of classes. When used by teachers enables the development of their own learning objects, making their classes more attractive and motivating. In addition...
Children with autism can present a wide spectrum of serious limitations in various fundamental aspects of development: the imaginative ability, behavior, communication and reciprocal social interaction. The use of videogames by children and young people has become very common, which has sparked the interest of exploring the full benefits that can be achieved with these tools in the educational and...
Observations realized during a course using of a learning game show that a cooperation starts inside the classroom. A social study checks that the cooperation is legitimant although the learning game hasn't been designed for cooperative work. A didactic study gives then an explanation to this unexpected collaboration and shows the importance of the learning context for cooperation.
There are many people without or have little programming knowledge who have many creative ideas but do not have a platform to share, discuss, co-design and showcase their creative ideas. Therefore, in this capstone project, we aim to create a gamify Website to serve as a platform for different users to interact, engage and showcase their creativity. Significance of the study are first, there have...
Universities around the world are increasingly under pressure to ‘internationalise’ and to support and embrace multicultural student bodies and learning environments. At the same time, ‘internationalisation’ is often associated with issues that complicate and pressurise the experiences of ‘international students’ as they attempt to identify and acculturate in their new settings, both socially and...
Many challenges confront developers in the field of web engineering. Platform independence as well as the inclusion of domain experts in all phases of the development process are two examples of the most challenging aspects encountered in developing web applications. This paper1 proposes a solution, based on XML technologies, to these two problems.
With the rapid evolution and growing complexity of infocommunication devices it is important to discuss gamification, which is exponentially used in several types of infocommunication devices. The paper is about gamification, that recently became a new phenomenon to motivate and alter favorably the behavior of the users. Gamification is a new tool for boosting user engagement in various fields. First...
Some open systems must address a standard resourceallocation problem: how to collectivise and distribute aset of common-pool resources, with respect to multiple criteriasuch as fairness, inclusivity and sustainability. Previous work inself-organising multi-agent systems formalised Nicholas Rescher'stheory of distributive justice so that agents could self-organise theallocation according to contextualised...
A self-governing institution designed according to Ostrom's principles provides a way for its members to self-organise the management and sustainability of common-pool resources. Such institutions have been studied as a form of social capital, used as an input to a decision-making framework for coordination in various collective action situations. It has been shown that formally representing and reasoning...
In the context of games for learning, it is argued that taking individual differences among players into consideration during game design can be beneficial for the game and/or learning experience. Researchers have studied a variety of factors that can be used for taking individual differences among players into consideration. Although research work indicates that the intelligence levels according...
In digital game based learning (DGBL), game mechanics and learning mechanics define the interactivity possibilities between the player and the game. While game and learning mechanics can facilitate the design and development of DGBL activities, they have not yet been analyzed from the perspective of the learning theories underlying the type of interactions between the player and the game. This study...
For more than 30 years, research and applied work has been reported on the huge potential of games for learning. This paper presents Bridging Design Prototypes (BDPs) as an approach that could address the remaining challenge of the successful uptake of games in formal learning environments. BDPs are functional prototypes that bring teachers and learners into a development process early: teachers adapt,...
This paper presents an experiment aimed at empirically exploring the variations of facial actions (FA) during gaming sessions with induced boredom and stress. Twenty adults with different ages and gaming experiences played three games while being recorded by a video camera and monitored by a heart rate sensor. The games were carefully designed to have a linear progression from a boring to a stressful...
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