Results 91 to 100 of about 1,517,047 (346)

A Review of Location-based Games: Do They All Support Exercise, Social Interaction and Cartographical Training?

open access: yesInternational Conference on Computer Supported Education, 2019
Studies on location-based games ubiquitously report positive learning outcomes for the players. Particularly these games are shown to promote exercise, encourage to social interaction and increase geographical and cartographical knowledge.
Samuli Laato   +5 more
semanticscholar   +1 more source

Clinically Relevant Outcome Measures in Women With Adrenoleukodystrophy

open access: yesAnnals of Clinical and Translational Neurology, EarlyView.
ABSTRACT Adrenoleukodystrophy is a rare inherited peroxisomal disease caused by pathogenic variants in the ABCD1 gene located on the X chromosome. Although the most severe central nervous system and adrenal complications typically affect only men with adrenoleukodystrophy, the majority of women develop myeloneuropathy symptoms in adulthood.
Chenwei Yan   +3 more
wiley   +1 more source

Discovering the invisible city: Location-based games for learning in smart cities [PDF]

open access: yesInteraction Design and Architecture(s), 2013
In this paper we discuss how location-based mobile games can be designed for learning in modern technology enhanced public spaces. We start with the description of the design process and we identify the main challenges faced. We elaborate the case of the
Christos Sintoris   +3 more
doaj  

G4D - a treasure hunt game for novice programmers to learn debugging

open access: yesSmart Learning Environments, 2020
Visual Programming Environments (VPEs) are predominantly being used to teach programming concepts through interactive games with interesting narratives. Games have been developed to teach basic concepts of programming such as deriving logic, writing code,
Akhila Sri Manasa Venigalla   +1 more
doaj   +1 more source

Heuristic Evaluation for Serious Immersive Games and M-instruction [PDF]

open access: yes, 2016
© Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertainment.
Aljaber, Tareq   +2 more
core   +1 more source

Feasibility and Tolerability of Performing Portable MRI for Neurological Disorders in an Outpatient Neurology Clinic: A Prospective Cohort

open access: yesAnnals of Clinical and Translational Neurology, EarlyView.
ABSTRACT Background Accessing brain magnetic resonance imaging (MRI) can be challenging, especially for underserved patients, which may lead to disparities in neurological diagnosis. Method This mixed‐methods study enrolled adults with one of four neurological disorders: mild cognitive impairment or dementia of the Alzheimer type, multiple sclerosis ...
Maya L. Mastick   +19 more
wiley   +1 more source

Global and Regional Temporal Changes in Cross‐Country Inequalities of Site‐Specific Osteoarthritis Burden, 1990 to 2021

open access: yesArthritis Care &Research, EarlyView.
Objective This study examined the global and regional temporal changes in cross‐country inequalities of site‐specific osteoarthritis (OA) burden from 1990 to 2021. Methods Age‐standardized years lived with disability rates (ASYRs) for site‐specific OA across 204 countries and territories were obtained from the Global Burden of Diseases, Injuries, and ...
Haowei Chen   +14 more
wiley   +1 more source

3D Space-Time Visualization of Player Behaviour in Pervasive Location-Based Games

open access: yesInternational Journal of Computer Games Technology, 2008
Location-based games not only offer new experiences for the players, but also present new challenges for researchers in terms of analyzing player behaviour.
Paul Coulton   +3 more
doaj   +1 more source

Effect of Opposition Quality and Match Location on the Positional Demands of the 4-2-3-1 Formation in Elite Soccer

open access: yesProceedings, 2019
AIM: The present study examined the influence of match location, quality of opposition team, and playing position on physical performance indicators of the 4-2-3-1 formation.
Giorgos Paraskevas   +2 more
doaj   +1 more source

Determinants of intention to play Pokémon Go

open access: yesHeliyon, 2020
This paper examines the influence of personal and game factors on gamers' perceived values, drawing from the Theory of Consumption Value (TCV), explores the impacts of values on the Pokémon Go (PG) adoption, and identifies differences between two ...
Mathupayas Thongmak
doaj   +1 more source

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