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
Our research into the enterprise gamification domain was designed to investigate the different objectives, purposes, target audiences, game design patterns and technology used in gamified implementations. We found that a formal classification system was not only absent, but that it was essential to provide a baseline for developing and comparing gamification design strategies. To this purpose we identified 304 publicly available case studies of organizations that self-identified as having undert
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Keywords : Taxonomy, Gamification, Enterprise systems, Classification, Design, Information systems, Strategic management, Serious games
We challenge the idea of the paradoxical nature of the concept serious games and ask how researchers and designers need to conceive of serious games so that they at all appear paradoxical. To develop and answer this question, we draw on a theory–method that considers all forms of observation as paradoxical. We then use the tetralemma, a structure from traditional Indian logics, to resolve the paradox of serious games into this larger paradox of observation. Consequently, serious games may
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GameDev Days 2015 Program: http://gamedev.ee/REGISTRATION AND COFFEE09:00 - 10:0009:15 - 10:00VLADIMIR FUNTIKOV (CREATIVE MOBILE)Opening speech10:00 - 10:30 KATRIN SAKS (BALTIC FILM AND MEDIA SCHOOL)Opening speech10:00 - 10:1510:15 LISSA HOLLOWAY-ATTAWAY (HÖGSKOLAN I SKÖVDE INSTITUTIONEN FÖR INFORMATIONSTEKNOLOGI)The Gamification of Vision in the Museum: designing affective learning for cultural heritage10:15 - 11:0010:30ANDRÉ BERNHARDT (INDIE ADVISOR)State o
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Keywords : Serious Gaming, Serious Game, Serious Diverting, Serious Modding
Abstract: Language learning is a set of techniques and methods used together to teach fundamentals of a language, including writing, reading, listening and comprehension. Usually begins by teaching letters. The purpose of this research was to initiate a scientific approach using serious games in order to discover a proper way to learn Kurdish language by writing approach. We studied related fields i.e. level of using technology with elementary school students, the method of teaching Kurdish
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Keywords : Serious game, Tutor intelligent, Kurdish language, Arami alphabets