In this paper, we will present an educational game that we developed in order to teach a chemistry lesson, namely drawing a Lewis diagram. We also conducted an experiment to gather data about the cognitive and emotional states of the learners as well as their behaviour through out our game by using three types of sensors (electroencephalography,eye t
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Mots-clés : Educational game, Electroencephalogram, Eyetracking, Facial ex-pression recognition, Logistic regression model
Abstract. The access to large-scale imagery datasets has been a signifi- cant obstacle to the success of many applications in application domains that range from 3D modelling to augmented reality, and from infrastructure inspection to urban planning. Although large collections of images already exist, from sources such as Bing Maps, Google Street View, and many photo-sharing sites, they are incomplete, inaccurate and expensive. A solution to this problem could be to leverage on large end-u
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Mots-clés : Serious games methodologies, Participatory sensing
Abstract: Due to the absence of high-level authoring environments and support for non-technical domain experts to create custom serious games, a model-driven authoring framework is presented in this paper. Through model-driven authoring, non-technical people can manipulate the 3D visuals of their serious game, model the scenarios of the game, and even easily add non-linear narrative to the game. The different tools and methods have been implemented and are currently used to build a serious
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Mots-clés : Serious game, Cyberbullying, Adaptivity, Scenario generation, Non-linear gameplay, Sandbox, Model-driven authoring
Virtual Reality technology is increasingly used for game based learning application, i.e. Digital Serious Games. Simulating reality serious games improve technical skills in different fields and it is often used in medical area. In this research is described “A Day In The HOspital” (ADITHO), a serious game aiming at increase the process of decision making in young physicians through a training that reproduce a realistic clinical situation. In ADITHO the player, from a first person pe
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Mots-clés : Digital Serious Game, Medical Ethics, Medical Training, Virtual Reality, Problem Based Learning, Decision Making, Physician-Patient Relationship
Curriculum integration is one of the main factors in the teachers’ decision-making process when deciding to use games in formal educational contexts. Based on this observation, we aim to provide primary education teachers with a selection of (serious) games in each of the main areas of the primary education curriculum in Quebec. The taxonomy of the games selected includes Serious Games (SG), designed for educational purposes from the start, but also repurposed games, which, despite not hav
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Mots-clés : Serious Game, Education
Creation of better template models of strategic planning and leadership control aided by business simulation games based on real-life case studies and analysis tools Abstract The business simulation games, which expose the players/managers to a huge range of learning objectives, on many occasions fail to provide a template model which can govern the desirable actions that are not always effectively linked to the repetitive cycles of arriving at decisions or confronting a result i
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Mots-clés : Business simulation games, Heptalysis, CATWOE, VPEC-T, SCRS, MoSCoW
There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely satisfied. In this paper, we present a conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill this ga
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Mots-clés : Serious games, Educational serious games, Serious games analysis, Serious games design, Activity theory
AbstractOrganizing for idea generation is a recurring challenge in intensive innovation contexts. The literature on ideation has reached a compelling consensus on the features that such organizational devices must possess to support sufficient creativity: learning processes and a creative climate of confidence to promote collaboration. However, current practical methodologies struggle to simultaneously realize these two features. In this paper, we explore the potential of Serious Games, a collab
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Abstract:Serious games are an emerging technology that is growing in importance, providing benefits beyond pure entertainment in order to improve the users' realistic experience. Nowadays, there is increasing concern for people with cognitive troubles. Their cognitive capabilities could be improved so they can lead a better life. Serious games have great potential in stimulating cognitive abilities for different target audiences via multiple devices. Classifications of serious games should help
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Mots-clés : Cognitive stimulation, Analysis, Classification, Serious games
The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For
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Mots-clés : health games, Children