Resumen Los juegos son actividades innatas en los seres humanos, el hombre ha aprendido a relacionarse con su entorno familiar, ambiental, social y cultural a través de los juegos. Existen diferentes tipos de juegos: infantiles, tradicionales, juegos de mesa, videojuegos, entre otros. Particularmente en el área de la investigación de los videojuegos, existen los denominados Juegos Serios. Los juegos serios son objetos y/o herramientas de aprendizaje que permiten obtener
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Keywords : Serious game, Video Game, 3D, Awareness, Wildlife preservation
Abstract. This paper presents “A Day In The HOspital”, a Digital Serious Game aiming at providing a technological tool for both evaluating and training ethical skills of medical staff personnel. During the game, the player interprets the role of a physician who has to perform a decision-making process that involves his ethical and medical skills. Usability and sense of Presence have been assessed through a specific post-game Likert-questionnaire. In order to evaluate the potenti
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Keywords : Digital Serious Game, Biomedical Ethics, Virtual Reality, Virtual Environments, Decision Making, Medical Training, Ethical Evaluation, Collaborative Training
Abstract: Games are increasingly being used in educational contexts. The view of some game educationists is that games are able to effectively fulfil the requirements of a constructivist learning pedagogy. It is suggested, for example, that games are useful at representing complexity and often possess mechanisms that make learning more effective through mimicking behaviours required for study. This includes such elements as a call to focus, increasing levels of difficulty of skill, repetiti
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Keywords : Game-based learning, Neuroscience, How to learn, Primary school
Abstract:This paper presents the evolving embodiments of “A Virtual Laboratory”, a VR-based videogame simulating an experiment of medical distillation in a medieval alchemy lab. Players are encouraged to acquire the knowledge needed to master the operations to be performed by consulting the digital representation of an ancient treatise on distillation hosted at the Gunnerus Library of Trondheim, The game is part of a larger project called MUBIL aimed at disseminating the knowled
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Keywords : Serious Games, Library, Virtual Environment, Immersion, Interaction, Learning
Abstract. The access to large-scale imagery datasets has been a signifi- cant obstacle to the success of many applications in application domains that range from 3D modelling to augmented reality, and from infrastructure inspection to urban planning. Although large collections of images already exist, from sources such as Bing Maps, Google Street View, and many photo-sharing sites, they are incomplete, inaccurate and expensive. A solution to this problem could be to leverage on large end-us
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Keywords : Serious games methodologies, Participatory sensing
Virtual Reality technology is increasingly used for game based learning application, i.e. Digital Serious Games. Simulating reality serious games improve technical skills in different fields and it is often used in medical area. In this research is described “A Day In The HOspital” (ADITHO), a serious game aiming at increase the process of decision making in young physicians through a training that reproduce a realistic clinical situation. In ADITHO the player, from a first person pe
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Keywords : Digital Serious Game, Medical Ethics, Medical Training, Virtual Reality, Problem Based Learning, Decision Making, Physician-Patient Relationship
Creation of better template models of strategic planning and leadership control aided by business simulation games based on real-life case studies and analysis tools Abstract The business simulation games, which expose the players/managers to a huge range of learning objectives, on many occasions fail to provide a template model which can govern the desirable actions that are not always effectively linked to the repetitive cycles of arriving at decisions or confronting a result i
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Keywords : Business simulation games, Heptalysis, CATWOE, VPEC-T, SCRS, MoSCoW
Abstract:Serious games are an emerging technology that is growing in importance, providing benefits beyond pure entertainment in order to improve the users' realistic experience. Nowadays, there is increasing concern for people with cognitive troubles. Their cognitive capabilities could be improved so they can lead a better life. Serious games have great potential in stimulating cognitive abilities for different target audiences via multiple devices. Classifications of serious games should help
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Keywords : Serious games, Classification, Analysis, Cognitive stimulation
The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For
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Keywords : Health games, Children
IntroducciónLos juegos son tácticas estratégicas para facilitar el aprendizaje y han sido utilizados en todos los niveles en los contextos educativos. Estos son reconocidos como medios significativos para desarrollar el pensamiento estratégico, trabajo de equipo, tolerancia al riesgo, y autoconfianza, entre otros impactos positivos (Feng Liu y Chen, 2013). La inserción rápida de las tecnologías digitales y video, cubriendo todos los espacios de la
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