Abstract During this project a serious game was created, which included a pedagogical agent to teach middle schoolers about art concepts. The game is used to test if the option to customise the agent would have an effect on fun, knowledge gain, and how the player rated the agent. This game consists of five mini games and a character creator. The mini games each focused on teaching a specific art concept; perspective, image cropping, composition, genre, and colour blending. The player can cu
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Keywords : Serious game
In French-speaking research, the expression ‘serious gaming’ is used in English in order to refer to the practice of diverting videogames aimed at three new, functional purposes: the diffusion of message(s), training and data collection. ‘Serious games’ are thus distinguished from ‘serious gaming’: while the end result may appear similar (combining games with educational purposes), serious gaming applies new functions a posteriori. To highlig
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Keywords : Serious Gaming, Serious Game, Serious Modding, Serious Diverting
Public Transport supports independence and encourages social, educational and vocational inclusion. It is a sure means to gain access to the city, services and activities. However, using fixed-route requires knowledge and know-how that all travelers, such as people with intellectual disabilities, do not master. While for most of us learning to travel is done through personal experience, for people with intellectual disabilities there is a need for travel training in order to build up travel expe
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Keywords : Intellectual Disabilities, Fixed-Route, Travel-Training, Public Transportation Requirement, Serious Game
AbstractA Web-Based Serious Game for Joint Training As military systems and processes are becoming increasingly complex and thus more difficult to comprehend, large-scale exercises for NATO Joint Intelligence, Surveillance, and Reconnaissance (JISR) are regularly performed yet are often obstructed by insufficient staff preparedness. To address this concern, this thesis presents the design, prototypal implementation, and evaluation of a modular and web-based serious game called Exercise Trai
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Keywords : Serious Game, Defence, Military, Simulation, Simulation game
Researchers and health professionals have long been curious about the potential of electronic games for purposes beyond entertainment. This topic is of particular importance given the rapid growth of the game industry, whose products are enjoyed by over 1.5 billion people worldwide (EEDAR, 2015), many of them on mobile devices. As the number of smartphone users continues to grow, with conservative estimates projecting a rise from 2 billion worldwide at the end of 2015 to 6.1 billion in 2020 (Eri
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This article questions the place of games in language teaching and more specifically examines how the transition between the use of traditional games in the classroom and their adaptation to digital media has been carried out. Are these games the same or have they changed ? Has the digital switchover preserved the entertaining aspects of these games or have these aspects changed in order to accommodate more serious content ? We will thus examine the potential added value of digital ver
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Keywords : learning games, language learning, tasks, action-based learning, playful attitude
The healthcare sector is currently in the verge of a reform and thus, the medical game research provide an interesting area of research. The aim of this study is to explore the critical elements underpinning the emergence of the medical game ecosystem with three sub-objectives: (1) to seek who are the key actors involved in the medical game ecosystem and identify their needs, (2) to scrutinise what types of resources are required in medical game development and what types of relationships are ne
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Keywords : Medical games, Health games, Health technology, Service ecosystems approach
AbstractThis article summarises our Ph.D. thesis – an analytical view on the player-game relationship through the lens of an action-oriented framework, centred on fundamental entities defined as actors, entities through which action is enacted in the game and of which the player and the game system are a part of. With this in mind, the grounding principles of this framework are seeded in a transition of action into experience, based on communicational systems that structure the dynamic for
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Keywords : Action, Chronology, Design, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Depth
Abstract Serious games and gamification are emerging in many areas of society. In addition to an effective way of entertainment, games can be adopted as a persuading tool to guide person to achieve specific goal, citing their ultimate attraction. In this paper, we are interested in the mechanism and application of gamification in the field of academic education. Games feature a potential to promote students to learn in a spontaneous and effective manner, since the challenge and fun in games
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Keywords : Academic education, Gamification, Digital circuit course, Serious games
Abstract This paper describes: a scenario, agent specification, mapping of knowledge domain, an implementation of Bloom's taxonomy-based serious game (BoTySeGa), and players' response against the game. The development of BoTySeGa is pursued to the availability of an alternative assessment tool for learning in elementary school. It considers aspects: game knowledge, subject matter of parallelogram for 5th grade elementary school learners, and cognitive domain of Bloom's taxonomy. BoTySeGa's
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Keywords : Bloom's Taxonomy, Serious Game, Learning Assessment