This qualitative research is part of a learning effort to better understand how serious games are exploited in a science education context. The research team examined this issue by focusing on augmented reality as a technological innovation imbedded on a tablet. Given the current state of knowledge related to serious games and augmented reality, and given the fact that its use in the context of teaching/learning is not extended, this paper focuses on an initial exploration of how a new teaching
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Keywords : Mobile learning, Augmented reality, Serious games, Design-based research, Physics
From programming ‗home-brew‘ games, to modifying the content of existing commercial titles, digital gaming can be regarded as a potential gateway into more serious uses of computers; welcoming some while repelling others. The socio-demographic makeup of computer science, games development and related areas of work are of interest to feminist scholars of culture. In light of skills shortages, industry is also interested in increasing women and ethnic minorities‘ participation in
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Keywords : Games
Again, I participated in the Ludum Dare 31 competition, where you have to create a game all by yourself in 48h on a given theme. This time, it was "Entire Game on One Screen." The game is called "Attack of the Screen Scrollers". It's a top-down shooter, where you'll have to protect the background image of your single game screen against the deadliest enemy of pixels: scrolling! "Screen Scrollers" will invade the screen border, and force the image to scroll towa
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Keywords : ludum dare 31, entire game on one screen, experimental game
Abstract:Wrist injuries are a common and frequent health issue requiring rehabilitation. Occupational and physical therapists create individual exercises for their patients, which include both ambulatory/stationary and home exercises. Practice and literature show, however, that autonomously performed exercises are likely not carried out accurately and may endanger progress of rehabilitation. We propose the design of WristDroid - an Android-based serious game to leverage execution of home exercis
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Keywords : serious games, injuries, medical computing, patient rehabilitation, patient treatment
The differences between game and labor are culturally defined. According to places and cultures, those activities are similarly described as rational layouts of resources to achieve some specific goals, by following rules located into well-structured environments – although more and more complex and less defined. For all that, despite of the proximity of these abstract concepts, the process of gamification promotes a brand new model of engagement into the activity, inviting workers to expl
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Keywords : gamification, Ludification, Gameplay, Labor, Serious games, Activity, Cooperation
When analyzing past and existing trends, gamification has unarguably invaded the mainstream media in a more pervasive way than serious games. In the literature, there has been a wide range of meanings for gamification, some detractors abhorring the term to others stating it encompasses everything to do with games and entertainment. This inconsistent nomenclature and undefined scope has led to the erroneous belief that gamification and serious games are synonymous. The aim of this paper is to pre
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Keywords : Serious game, Gamification
This paper is related to the works of Gilles Brougère and aims to study the rapport between play and serious. “Serious” is related to utilitarian aspects as Etienne Armand Amato proposes to do. More precisely, we try to study the potential of the productivity associated to play activities (serious or not) for the player. At the end, we propose a model. The census is carried out form a counter factual analysis, taking to framework from theoretical approaches including co
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Keywords : serious game, artefact, activity, productivity, unproductivity
Carmageddon. A video game known by people even if they never played it, thanks to its scandalous reputation. However, this game is far from solely being the "nasty racing game where you have to crush pedestrians" that many media and politicians wanted to ban. Carmageddon is first and foremost an excellent game, featuring many technological and gameplay innovations that deeply influenced the racing game genre. We interviewed Neil Barnden, co-founder of Stainless Software gam
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Keywords : history, carmageddon, stainless software, violence, scandal, censorship, fun
Abstract Sign language is the form of communication used by Deaf people, which, in most cases have been learned since childhood. The problem arises when a non-Deaf tries to contact with a Deaf. For example, when nonDeaf parents try to communicate with their Deaf child. In most cases, this situation tends to happen when the parents did not have time to properly learn sign language. This dissertation proposes the teaching of sign language through the usage of serious games. Currently, similar
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Keywords : Natural User Interface, Sign Language, Serious Game, Kinect Sensor, Image Processing
Abstract The use of tablet computers have increased significantly in numerous parts of society during recent years, and the educational sector is no exception. Use of games in educational situations has intrigued scholars of different disciplines, presenting both favouring and opposing opinions. Whilst the educational effectiveness of the game media is discussed, research done in the area of cognitive development, psychology and pedagogy argue for the importance of play and the positive eff
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Keywords : Game design, Educational games for children, Playfulness, Educational games in Sweden