Results 61 to 70 of about 4,498,628 (333)

Labsware: Implementation of Gamification Approach in Computer Lab Activities [PDF]

open access: yes, 2013
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]

open access: yes, 2009
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

Patient‐Level Barriers and Facilitators to Inpatient Physical Therapy in Adolescents and Young Adults With a Hematological Malignancy: A Qualitative Study

open access: yesPediatric Blood &Cancer, EarlyView.
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

open access: yesInternational Journal of Serious Games
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

Psychological Safety Among Interprofessional Pediatric Oncology Teams in Germany: A Nationwide Survey

open access: yesPediatric Blood &Cancer, EarlyView.
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]

open access: yes, 2014
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]

open access: yes, 2016
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

Exercise Interventions in Children, Adolescents and Young Adults With Paediatric Bone Tumours—A Systematic Review

open access: yesPediatric Blood &Cancer, EarlyView.
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

BrainBasher: a BCI Game [PDF]

open access: yes, 2008
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

A Case Study on Co-designing Digital Games with Older Adults and Children: Game Elements, Assets, and Challenges

open access: yesTHE COMPUTER GAMES JOURNAL, 2020
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

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