(Broacasting our studies)
Abstract:Serious games are video games or computer games designed for training or educational purposes. Thanks to the interesting and useful opportunities that they provide such as interactivity, immersion, simulation they become well accepted and well spread among professional and academic fields. However, the selection of the most suitable serious games to a specific educational goal seems to be not well studied in the literature. This paper tries to meet this research gap by developing a new
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Keywords : Games, Training, Business, Biological system modeling, Educational institutions, Entertainment industry
ABSTRACT The recognition of facial expressions is important for the perception of emotions. Understanding emotions is essential in human communication and social interaction. Children with autism have been reported to exhibit deficits in the recognition of affective expressions. With the appropriate intervention, elimination of those deficits can be achieved. Interventions are proposed to start as early as possible. Computer-based programs have been widely used with success to teach people
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Keywords : Serious Games, Gesture-based interaction, Natural User Interface, Autism, Facial emotion recognition
The recognition of facial expressions is important for the perception of emotions. Understanding emotions is essential in human communication and social interaction. Children with autism have been reported to exhibit deficits in the recognition of affective expressions. Their difficulties in understanding and expressing emotions lead to inappropriate behavior derived from their inability to interact adequately with other people. Those deficits seem to be rather permanent in individuals with auti
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In this paper we present a Digital Serious Game set in a medieval alchemical laboratory, aimed at disseminating the ancient knowledge of medicine distillation contained in the famous Adam Lonicer's Kreuterbuch (1569) treatise. The application is based on interactive Virtual Environments and available on multiple visualization technologies, ranging from simple touch-based tablet up to immersive environments such as CAVEs or Oculus Rift. The game comes as the latest development level o
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Keywords : Libraries Archives, Virtual Environment, Immersion, Interaction, Learning, Digital Serious Games
This literature review discusses impacts of video games and serious games in terms of educational potential and contributions to education and learning. After defining video games and serious game, authors examine successively the motivational dimensions and developmental effects of these games and their interest in schools and universities. References (1): Alvarez, J., Du jeu video au serious game : approche culturelle, pragmatique et formelle, Thèse de doctorat, Spécial
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Abstract Social, economic and global changes make it difficult to predict what the future might hold. Creativity is one possible response to these changes. Indeed, creative skills enable students to face the complex nature of life. As a result, creativity has become significant in education, and is regarded as an important objective to be addressed in the curriculum. Nevertheless, creativity is not always promoted in schools. Rather, there are those who claim that many educational systems hinder
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Keywords : Game design, Creativity, Game-based learning
In this paper we proposed a gamification methodology for Korean language education. We suggested gamification elements that increased the fun factor and induced immersion by analyzing the successful gamification cases which can be classified into three types; management, Implementation, and self-expression. Then, we analyzed Korean learning theory and methods to extract four key aspects, listening, speaking, vocabulary and culture from eight Korean learning function. Finally, by using Korean Wav
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Keywords : Korean wave, Korean language, Korean learning, Gamification, Game, Education, Learning
This chapter describes some of the work carried out in the MIRROR project, which focuses on reflective learning where adults' motivation to learn and reflect through games is being researched. It briefly introduces the project and the theoretical framework, and then describes the serious game that was created for research in detail. The last part of this chapter focuses on users' evaluations and describes some lessons learned about the importance of guidance and of a de-briefing session, thus hi
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Keywords : Serious game, Learning
In this paper, we propose an environment to support collaborative modding, as a new way to learn a subject. Modding can be defined as the activity to modify an existing game with dedicated tools. In a constructivist approach, we base our work on the assumption that modding a learning game can help learners to acquire the concepts of the subject concerned. We also think that modding in collaborative settings can help learners both to learn the subject and to learn to collaborate. We first propose
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Keywords : Modding game, Development kits, Learning game 2.0, Collaborative learning