Abstract The purpose of this paper is to explore emergent learning in relation to playful interactions and instances of serious game conceptualization when combining the emerging and next generation technologies of ambient awareness with wireless grids. A review of the literature is presented for playful interactions and serious games in relation to ambient awareness and wireless grids. Using a case study approach and multiple methods of quantitative and qualitative data collection, the stu
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Mots-clés : Ambient awareness, Ambient learning, Autonomy, Edgeware, Emergent learning, Emotion/affect, Playful interactions, Serious games
The Europe 2020 strategy acknowledges that a fundamental transformation of education and training is needed to address the new skills and competences that will be required if Europe is to remain competitive, overcome the current economic crisis and grasp new opportunities. Innovating in education and training is a key priority in several flagship initiatives of the Europe 2020 strategy, in particular the Agenda for New Skills and Jobs, Youth on the Move, the Digital Agenda, and the Innovation Un
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Mots-clés : Learning, Serious Game, Game
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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Mots-clés : Héritage culturel (Cultural heritage), Serious Game
Depuis le début des années 2000, les serious games deviennent de plus en plus populaires dans les grandes entreprises françaises, en particulier auprès des managers des ressources humaines qui les utilisent pour recruter, intégrer, former, accompagner, valoriser, communiquer et sensibiliser. Pourtant, peu de travaux de recherche leurs sont consacrés dans la littérature académique en sciences de gestion. L’objectif de cet art
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Mots-clés : Serious games, Human resources, Mapping, Uses, Large companies
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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Mots-clés : Games, Storytelling, Data
Abstract:In the digital age, museums and historical sites must explore how to leverage technologies to engage guests. Gaming-whether technology-based or not--is an approach that some museums have been using as a means for teaching visitors. Bringing the two together to create an online-onsite-online game is an effective approach for educating, immersing, and engaging guests, especially “digital natives” for whom technology is an integral part of daily life. In June 2013, the Colonial
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Mots-clés : Games, Cities and towns, XML, History, Sociology, Statistics, Engines
This paper describes the development currently being conducted into serious games which pursue some form of benefit in the field of health care. Although serious games are associated with software developments, developing them in the area of health care involves studying the associated multimedia technology and paying attention to aspects related to interaction with the game. Serious games for health cover matters related to education and medical treatment, rehabilitation and psychological treat
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Mots-clés : Games, Computers, Educational institutions, Mixers, Medical treatment
Research on digital game-based learning indicates that this learning method can be - under certain conditions - more efficient than other traditional teaching methods, such as textbooks, or web-based learning. Without additional support learning from games may or may not occur, this is why instructional support should be used in educational settings. The present study focuses on testing with feedback as a type of instructional support with great promise. Testing is widely used in almost all clas
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Mots-clés : Digital game-based learning, Learning from games, Testing, Feedback
In this document we present proposals for merging the fictional game world with the real world taking into account the profile of casual players. To merge games with reality we resorted to the creation of games that explore diverse real world elements. We focused on sound, video, physiological data, accelerometer data, weather and location. We made the choice for these real world elements because data, about those elements, can be acquired making use of functionality already available, or forese
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Mots-clés : Casual games, Pervasive games, Sound, Video, Physiological data, Electrodermal activity, Accelerometer, Weather
This article describes a case study on MuseUs, a pervasive serious game for use in museums, running as a smartphone app. During the museum visit, players are invited to create their own exposition and are guided by the application in doing so. The aim is to provide a learning effect during a visit to a museum exhibition. Central to the MuseUs experience is that it does not necessitate a predefined path trough the museum and that it does not draw the attention away from the exposition itself. Als
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Mots-clés : Serious Game, Musée, Smartphone, Cultural Heritage (Héritage culturel)