An indonesian thesis about computer sciences. References (1): Djaouti, Damien et.al., Towards a Classification of Videogames, AISB 2007, Bristol, Scotland, 2007
An indonesian thesis about computer sciences. Sejak dahulu kala, proses pengolahan data telah dilakukan oleh manusia. Manusia juga menemukan alat-alat mekanik dan elektronik untuk membantu manusia dalam menghitungan dan pengolahan data supaya bisa mendapatkan hasil lebih cepat. Komputer yang kita temui saat ini adalah suatu evolusi panjang dari penemuan-penemuan manusia sejah dahulu kala berupa alat mekanik maupun elektronik. Saat ini komputer dan piranti pendukungnya telah masuk dala
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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
Curriculum integration is one of the main factors in the teachers’ decision-making process when deciding to use games in formal educational contexts. Based on this observation, we aim to provide primary education teachers with a selection of (serious) games in each of the main areas of the primary education curriculum in Quebec. The taxonomy of the games selected includes Serious Games (SG), designed for educational purposes from the start, but also repurposed games, which, despite not hav
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Keywords : Serious Game, Education
Abstract : Because of the quick advance of ICT, it is said that we should change the teaching method for the young generation grew up in the environment of ICT including video games, who are called digital natives. Accordingly, the authors made a project to validate that the serious game is actually effective for the education, which is the digital game that has other purposes besides enjoyments like education, training and so on and interest digital natives. This introduces a serious game
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Keywords : Serious games, Mobile learning, Educational contents, Anatomy
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
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
"Data mining" is the science dedicated to the creation of knowledge through the analysis of large quantities of data, such as establishing customers habits by tracking how they use their loyalty cards. A few time ago, we were contacted by a computer science student, Axel RB, who desired to perform such analysis over video games, using the data about 38.000 video games collected on our website GameClassification. Thus, we gave him a dataset, and he just published his first findings on h
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Keywords : data mining, game classification, research, computer science, video games
ABSTRACT This thesis addresses the problems of the development of serious games, focusing particularly on bridging the gap between of two separate communities: developers and domain experts, that is, educators. Nowadays, students are used to “consume” a large number of games for different purposes (mainly for leisure), and they are expecting a certain quality level in the games (e.g. media assets, story, effects, etc.) and affecting the attitude of playing the game if it does no
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Keywords : Educational video games, Serious games, Game design, Human-Computer interaction, Game engine
Abstract Emotion recognition is essential in human communication and social interaction. Children with autism have been reported to exhibit deficits in understanding and expressing emotions. Those deficits seem to be rather permanent so intervention tools for improving those impairments are desirable. Educational interventions for teaching emotion recognition should occur as early as possible. It is argued that Serious Games can be very effective in the areas of therapy and education for ch
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