Results 61 to 70 of about 4,498,628 (333)
Labsware: Implementation of Gamification Approach in Computer Lab Activities [PDF]
Most of computer sciences students of Universitas Multimedia Nusantara require to take a course that come with lab practicum. Despite the importance of lab practicum activity, there are indication that some student is not motivated enough to complete it.
Dodick , Z Sudirman, Edward, Kurnia
core
Putting theory oriented evaluation into practice [PDF]
Evaluations of gaming simulations and business games as teaching devices are typically end-state driven. This emphasis fails to detect how the simulation being evaluated does or does not bring about its desired consequences.
Berliner, D. +22 more
core +1 more source
ABSTRACT Background Despite their increased risk for functional impairment resulting from cancer and its treatments, few adolescents and young adults (AYAs) with a hematological malignancy receive the recommended or therapeutic dose of exercise per week during inpatient hospitalizations.
Jennifer A. Kelleher +8 more
wiley +1 more source
Teacher perspective of collaborative game elements on language acquisition
In English as a Foreign Language (EFL) classrooms worldwide, games have gained widespread recognition as valuable pedagogical tools. However, research often concentrated on specific game rules and elements and neglected the rest.
Berivan Mohammed Ahmed Abdullah +2 more
doaj +1 more source
ABSTRACT Background Psychological safety (PS) is essential for teamwork, communication, and patient safety in complex healthcare environments. In pediatric oncology, interprofessional collaboration occurs under high emotional and organizational demands. Low PS may increase stress, burnout, and adverse events.
Alexandros Rahn +4 more
wiley +1 more source
Towards a Lightweight Approach for Modding Serious Educational Games: Assisting Novice Designers [PDF]
Serious educational games (SEGs) are a growing segment of the education community’s pedagogical toolbox. Effectively creating such games remains challenging, as teachers and industry trainers are content experts; typically they are not game designers ...
Brylow, Dennis +5 more
core +1 more source
Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses [PDF]
Emerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings ...
Bowman, Nicholas David +4 more
core +2 more sources
ABSTRACT Bone tumours present significant challenges for affected patients, as multimodal therapy often leads to prolonged physical limitations. This is particularly critical during childhood and adolescence, as it can negatively impact physiological development and psychosocial resilience.
Jennifer Queisser +5 more
wiley +1 more source
Brain-computer interaction (BCI) is starting to focus on healthy subjects. This research adresses the effects of using this novel input modality to control a simple game, and also looks into the beneficial effects of bringing game elements into BCI ...
Oude Bos, D., Reuderink, B.
core +2 more sources
Digital games have traditionally been targeted at younger generations, although the proportion of older adult players is increasing. However, the design processes of digital games often do not consider the special needs of older adults.
M. Havukainen +3 more
semanticscholar +1 more source

