Introduction The value of video games for learning is a controversial issue that has fueled numerous investigations since the first electronic games captivated generations of young people and children in the 80s (and Méndiz De Aguilera, 2004). While, initially, there were suspicions to believe that video games could be useful in education and training field currently, it is a widely shared by both researchers concept, for educators (Del Moral, 2010; Gros, 2009, Gros, 2000 Etxeberr&ia
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Keywords : Video games, Learning, Values
Human wellbeing, in a large component, relies on the harmony between the body and the mind. Unfortunately, we often miss or ignore important signals from our bodies, and sometimes this can negatively impact our health. Therefore, the use of intelligent systems that grasp such signals and convey them in an intuitive manner to our minds can result in great health benefits. In this Thesis, we introduce a family of multimedia technologies and techniques aimed at realizing such systems. We call them:
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ABSTRACT Use of Design Thinking methodology is becoming common in business, services and products creation, particularlyin interactive media generation. This methodology consists in dividing development process into a number of regular steps: problem definition, target audience, brainstorming, prototyping, solution selection and implementation. The aim of this paper is to present the use of Design Thinking properly adapted to the creation of serious games, indicating advantages and disadvan
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Keywords : Design thinking, Games, Business administration, Serious games
a b s t r a c t Immersive technologies such as virtual environments and augmented reality have a clear potential to support the experiencing of cultural heritage by the large public, complementing the current tools and practices based on tangible goods such as museums, exhibitions, books and visual content. Serious games – videogames designed for educational objectives – appear as a new tool to learn cultural content in an engaging way. In this paper, we will provide an extensiv
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Keywords : Cultural heritage, Serious Game
For almost ten years, serious games have been becoming more and more popular in large French companies, especially toward human resource managers who use them to recruit, integrate, train, support, develop, communicate and sensitize. However, few research papers are based on the academic literature in management science. The purpose of this paper is to build a typology of serious games based on their use in human resource management. To construct this typology, an inventory of all serious games
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Keywords : Serious game, Ressources humaines, Cartographie, Usages, Grandes entreprises
Abstract Since the 90s, integrating computer-based educational gaming into the learning process has been amply studied and criticized for not producing conclusive evidence, especially within the context of edutainment and CBT (Egenfeldt-Nielsen, 2005; p.265). Nonetheless, the emergence of constructivist learning environments, constructivist- centered learning approaches and instructional design models are providing new ways for integration of educational game in classrooms. A third generati
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Keywords : Edutainment, Edugame, Serious games, Education, Learning through design, Co-conception, Instructional design and model
Recent developments in the field of HCI draw our attention to the potential of playful interfaces, play, and games. This chapter identifies a new but relevant application domain for playful interfaces (i.e. scientific practice involving image data). Given the thesis that play and playfulness are relevant for a researcher’s interaction with scientific images, the question remains: How do we design playful interfaces that support meaningful ways to playfully engage with scientific images? Th
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Keywords : Games, Storytelling, Data
(Broacasting our studies)
AbstractNowadays the issue of learning through play has been raised because of the generalization of the use of video games. In the 1990s, the concept of game-based learning stood out and offered educational software claiming a play environment. In the 2000s, as the game-based learning didn’t seem to keep its promises, the concept of serious game stood out and offered new applications based on the video game culture. The founding title financed by the United States Armed Forces, America&rs
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Keywords : Serious games, Edutainment, Learning, Education, Video game
A short article written for teachers. It presents Serious Games, their advantages and their limits, alongside with some practical tips on how to choose them, with some real-examples.
Keywords : serious games, advantages, limits, teachers, examples
Inland transport is a crucial component for the gateway ports such as Rotterdam. There are different parties involved in the inland transport: forwarders, shipping line agents, shipping lines, sea terminals, inland carriers, etc. To operate effectively and efficiently cooperation and collaboration is required between all involved parties. The claim of this project is that the root of several problems occurring in the container flow can be explained by the low level of Shared Situational Awarenes
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