Background: Several studies have highlighted the implications of impulsivity and novelty seeking for both the maintenance and the process of recovery from bulimia nervosa (BN). Cognitive behavioral therapy (CBT) is the treatment of choice for BN, but for some cases, this treatment alone might not be sufficient for reducing the high levels of impulsivity. The paper presents a case report of a patient with BN, examining the effectiveness of using a videogame (VG; Playmancer) as an additional
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Keywords : eating disorders, bulimia nervosa, impulsivity, serious game, A-B-A-C-A design
Although research shows the link between flow and social interaction, this study explores the role of ICT skills in order to experience flow and social interaction. I used constructivism theory as it explains how humans make meaning from personal experiences, social interaction and tools (e.g., language and computer). The theory of flow was applied because it stipulates that people experience flow when they are fully engaged in any activity (Nakamura & Csikszentmihalyi 2002). Four participan
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Keywords : Online protocol, Social interaction, Social games, WOW, Quality of Life (QOL), Flow, MMORPG
Abstract The technological accompaniment of defence partners it’s a currently crucial issue in Portugal. It is mandatory walking side by side with the technologically most advanced countries in order to accomplish this purpose. The Military Academy, such an excellence school forming Army’s and National Guard’s officers, carry in its shoulders high responsibilities to provide a future commander’s competent formation. Is required to cadets, future commanders, to be pro
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Keywords : Simulation, Wargames, Tactics, Military Teaching, Military Making-Decision
En este trabajo se exponen los aspectos más destacados del proceso de creación de Raíces, un juego serio social que sirve como didáctica para la enseñanza, y busca estimular a los niños de hoy, caracterizados por el uso naturalizado de las tecnologías, a adquirir conocimiento a través de las redes sociales. La propuesta de este juego online tiene objetivos pedagógicos escondidos, objetivos que se pretende, posibiliten a los jugadores
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Keywords : Serious Games, Edugame, Games for children, Game engine, HTML 5, JavaScript
ABSTRACT Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. However, comparatively little research has been do
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Keywords : Digital game-based learning, Serious game
Abstract:We are living in a world which is continually evolving and where modern conflicts have moved to the cyber domain. In its 2010 Strategic Concept, NATO affirmed its engagement to reinforce the defence and deterrence of its state members. In this light, it has been suggested that the gamification of training and education for cyber security will be beneficial. Although serious games have demonstrated pedagogic effectiveness in this field, they have only been used in a limited number of con
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Keywords : serious games, framework, cyber security
ABSTRACTBackground: Serious games are motivating and provide a safe environment for students to learn from their mistakes without experiencing any negative consequences from their actions. However, little is known about students’ gaming preferences and the types of serious games they like to play for education.Objective: This study aims to determine the types of gaming aspects that students would like to play in a pharmacy-related serious game.Methods: A cross-sectional stud
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Keywords : gaming aspects, pharmacy-related serious game, pharmacy practice education, reward systems, game settings, storylines, viewing perspectives, gaming styles
A presentation about "Serious Games", i.e. games designed for purposes going beyond entertainment. -= Presentation slides (in french) =- (Flash file - click inside the left or right side of the window to browse through the slides)
Keywords : serious games, introduction, examples, classroom, education
A selection of "Serious Games", i.e. games designed for purposes going beyond entertainment, to teach science, biology and geology. -= Presentation slides (in french) =- (Flash file - click inside the left or right side of the window to browse through the slides)
Keywords : serious games, example, biology, geology, science
The main goal of any educational institution is to form students as best as possible. To achieve it, traditional teaching models should be open to new learning experiences using emergent technologies such as video games, which offer a more attractive alternative to the student and a great capacity for interaction with knowledge. Studies based on this kind of initiatives show favorable results in terms of motivation and cognitive development. However, it is not&nb
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Keywords : Serious games, Educational innovation, Video games-based learning