Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential [PDF]
Volcanoes are a very common staple in mainstream video games. Particularly within the action–adventure genres, entire missions (e.g. Monster Hunter: Generation Ultimate, 2018) or even full storylines (e.g.
E. G. McGowan +2 more
doaj +1 more source
Promoting game accessibility: Experiencing an induction on inclusive design practice at the global games jam [PDF]
Copyright @ 2013 The AuthorsThe Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds.
Ghinea, G +3 more
core +1 more source
University students and video games: Perceptions, use, and preferences according to gender
This work analyses the video game culture in terms of perceptions, use, and preferences towards video games for a group of 610 university students, focusing on the impact of gender.
Jorge Oceja +1 more
doaj +1 more source
The Same, But Different: The Educational Affordances of Different Gaming Genres [PDF]
As research continues into the use of computer games for educational purposes, the differences between different gaming genres become increasingly more important.
David Argles +5 more
core +1 more source
Training basic laparoscopic skills using a custom-made video game
Video games are accepted and used for a wide variety of applications. In the medical world, research on the positive effects of playing games on basic laparoscopic skills is rapidly increasing.
Jetse Goris +2 more
doaj +1 more source
Exploring User Experience from an Emotional Context When Designing Immersive Games for Education
In the past decade, the science of learning has taken on a fresh approach through the conceptual incorporation video games. Educational games are now regarded as an effective method to engage the present generation of constantly distracted youths ...
Tan Chin Ike +3 more
doaj +1 more source
How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? [PDF]
There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and subject area.
Martin, O. +6 more
core +1 more source
Problematic Internet Use in Frontotemporal Dementia: A Case Series
ABSTRACT The present study investigated problematic internet use (PIU) among 61 patients with frontotemporal dementia (FTD) compared to a cohort of 354 patients with mild cognitive impairment (MCI) and Alzheimer's dementia. PIU was identified in 22.9% of FTD patients compared to only 0.8% of AD patients (p < 0.001). Behaviors included compulsive social
Daniele Urso +9 more
wiley +1 more source
A compostable PGS soft surgical robot with interchangeable modules integrates transient Mo tactile and Si thermal sensors for dual feedback. The device preserves its function after clinical‐grade sterilization, demonstrates stable actuation and cardiac tissue grasping with real‐time in vivo pulsatile monitoring, and biodegrades post‐use with soil‐safe,
Minseong Chae +27 more
wiley +1 more source
A Theoretical Background for Educational Video Games
This theory is then put into practice by analyzing three commercial educational games. It constitutes a first step towards Instructional Game Design.
Szilas, Nicolas, Acosta, Martin Eduardo
openaire +2 more sources

