Results 31 to 40 of about 24,936 (309)
[In Press] Why and how to define educational video games?
While the volume of education-based video game research has increased, the field has yet to settle on a consistent definition of educational video games (EVGs).
Cole, Caitlin (R20583) +2 more
core +1 more source
ABSTRACT Traditional wearable exoskeletons rely on rigid structures, which limit comfort, flexibility, and everyday usability. This work introduces the fundamental technologies to create the first soft, lightweight, intelligent textile‐based exoskeletons (Texoskeletons) built using 1D sensors and actuators.
Amy Lukomiak +19 more
wiley +1 more source
Przekład gier wideo: charakterystyka ogólna, uwarunkowania i perspektywy edukacyjne
Video Games’ Translation: General Characteristics, Determinants and Perspectives in Education The text features an approach towards the topic of a relatively young field of the translation of video games, especially the aspect of the characteristics ...
Ewa Drab
doaj +1 more source
The Cultural Impact of Video Games: A Systematic Review of the Literature
The growing relevance of video games in the social landscape requires an in-depth evaluation of the bidirectional influences of these adjacent contexts, among which the educational and cultural contexts stand out.
Mario Cerezo-Pizarro +3 more
doaj +1 more source
Advances in Sustainable and Wearable Textile Based Soft Robotics
This Review examines advances in wearable textile‐based soft robotics, focusing on sustainable materials, integrated sensing, and scalable actuation. It discusses manufacturing and system integration across healthcare, assistive robotics, prosthetics, and human–machine interfaces, and highlights key challenges in circular design, including life‐cycle ...
Zahir Abbas +6 more
wiley +1 more source
A flexible, skin‐integrated electromagnetic actuator is developed for wearable virtual/augmented reality (VR/AR) haptic systems. A tunable design model enables control over displacement and resonance frequency. The system is validated through a custom VR application with a 6 × 4 actuator array, demonstrating real‐time, spatially targeted tactile ...
Naji Tarabay +9 more
wiley +1 more source
This work presents the MicroRoboScope, a highly integrated, compact, and portable microrobotic experimentation platform combining electromagnetic and acoustic actuation with real‐time visual feedback into a single, end‐to‐end device. The system enables closed‐loop control and tracking algorithm experimentation within an accessible and unified hardware ...
Max Sokolich +4 more
wiley +1 more source
Video Games as Tools for Education
Computer and video games are a channel of evolution and productivity that is most consumed keeping the notice of scholars through a variety of disciplines. In general, computers and video games were ignored by educators. When educators considered the games, they noticed the social consequences of gambling, ignoring the remarkable educational potential ...
openaire +2 more sources
Educational computer game has many similar characteristics like any other genres of games. However its particular aspect is designed to teach, and in which main objective involves in learning a topic.
Wong, K.W. +10 more
core +1 more source
An injectable PACmC hydrogel with “rigid island‐flexible chain” architecture is developed, featuring low swelling (49.2% within 7 d), strong wet adhesion (46.5 kPa), and high burst pressure (701 mm Hg), which can achieve rapid hemostasis and long‐term sealing in rabbit and porcine models of hepatic and splenic hemorrhage.
Yang Ouyang +12 more
wiley +1 more source

