Abstract—Serious games are present today in several fields such as education, government, health, defense, industry, civil security and science. In our research we are particularly interested in serious games used in education since they have become an essential part of the learning process and one of the main pedagogical tools used for diffusion of educational messages. So the use of serious games in an educational context can motivate students and stimulate their interest as they fit int
[...]
Keywords : Assessment Grid, Education, Serious games, SG-LOM
Now, there are many kinds of design corresponding to cases of inspiration, use or adaptation of a game to reach a serious purpose. The best known are the serious games. We give in this paper few examples of data visualizations inspired by a game that we can store in the categories of: serious game, serious gaming, game with a purpose, gamification or disengamement. After, we focus on disengamement case and we discuss in more detail about it to explain its principles in the context of an informat
[...]
Keywords : Serious Game, Design, Data visualizations, Gamification
RESEARCH OBJECTIVE: The aim of the article is to present the phenomenon of gamification and to analyse the benefits connected with the introduction of the education methods and tools based on gamification systems. THE RESEARCH PROBLEM AND METHODS: The article provides examples of universities in which gamification courses (based on gamification systems) were introduced as part of their teaching programmes. Next, it identifies and analyses benefits resulting from the implementation of this i
[...]
Keywords : Education, Game, Gamification, Initiative
The turn of the 20th and 21st centuries was a time of significant social and economical transformations. The progressive technologizing of our lives and the development of the information society impacted on the intensive cultural transformations. In the face of this new economic reality and the free‑market intense competition on the field of cultural offers, many institutions had to comprehensively reorganize their activities to meet the needs and expect
[...]
Keywords : Culture, Technology, Media, Museum
Abstract:The video-games market has become an established and ever-growing global industry. The health of the video and computer games industry, together with the variety of genres and technologies available, mean that videogame concepts and programmes are being applied in numerous different disciplines. One of these is the field known as serious games. The main goal of this article is to collect all the relevant articles published during the last decade and create a trend analysis about the use
[...]
Keywords : Games, Artificial intelligence, Decision making, Market research, Algorithm design and analysis, Decision trees, Industries
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
[...]
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
[...]
Keywords : Bloom's Taxonomy, Serious Game, Learning Assessment
Abstract This article summarizes past definitions of entertainment, serious games and virtual heritage in order to discuss whether virtual heritage has particular problems not directly addressed by conventional serious games. For virtual heritage, typical game-style entertainment poses particular ethical problems, especially around the simulation of historic violence and the possible trivialization of culturally sensitive and significant material. While virtual heritage can be considered to
[...]
Keywords : Entertainment, Virtual heritage, Authenticity, Violence, Interaction design
This paper falls within the scope of a global approach that ultimately aims to assess what types of support and in what proportions a trainer may have recourse to when they make use of play as a medium. To do this, it seems appropriate in our view to begin by establishing a first model to assess the initial teaching or training situation using play as a medium. To set up such a model, we choose to enrich an existing grid that was developed in 2006 by Sara de Freitas and Marti
[...]
Abstract:This study presents a tool which supports the exploration of the landscape of ancient Amphipolis. Users can navigate into the landscape using an animated Pegasus cartoon and they are guided by an ancient philosopher cartoon. Once a student reaches a point of interest teaching material of various forms (i.e. text, images, video and external sources) appear. Following, the study of the material, students can take up a quiz to test their knowledge. The application has been evaluated with t
[...]
Keywords : 5G mobile communication, Artificial intelligence, FAA, Three-dimensional displays, Conferences, Iron