Results 11 to 20 of about 30,686 (246)
Serious Pervasive Games extend the magic circle (Huizinga, 1938) to the players' context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning approaches. Space
António Coelho +15 more
doaj +1 more source
State-of-the-art in Business Games
The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games
Panagiotis Petridis +7 more
doaj +1 more source
Knowledge-based assessment in serious games: an experience on emergency training
Emergency preparedness is a promising application field for digital serious games enabling the simulation of real emergency scenarios and allowing a high learning transfer thanks to engagement and focus on specific tasks.
Nicola Capuano, Richard King
doaj +1 more source
Implementing Deep Reinforcement Learning (DRL)-based Driving Styles for Non-Player Vehicles
We propose a new, hierarchical architecture for behavioral planning of vehicle models usable as realistic non-player vehicles in serious games related to traffic and driving.
Luca Forneris +6 more
doaj +1 more source
Mathematical game performance as an indicator of deliberate practice
The traditional classroom setting presents challenges when it comes to strengthening adaptive expertise in mathematics education through deliberate practice.
Jake McMullen +4 more
doaj +1 more source
In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition ...
Panagiotis Petridis +6 more
doaj +1 more source
This study examines how 12-15-year-old students use information while playing Geome, a mixed reality game intended for museum school visits. Geome presents environmental issues, prompting students and asking them to discern and dismiss misinformation ...
Simon Morard +2 more
doaj +1 more source
How to Create Serious Games? Proposal for a Participatory Methodology
The demand for practical, engaging, and enjoyable learning experiences has led to a shift in student preferences. Students now seek active learning approaches that prioritize their involvement and utilize technology.
Ernesto Pacheco-Velazquez +3 more
doaj +1 more source
Serious disease - serious game.
Teenagers with diabetes often experience their disease as a heavy burden, feeling estranged from their peers. Traditional aids to monitoring and controlling the illness are often not used by this group, because they seem to enhance this feeling. Preliminary interviews with a focus group indicate that teenagers will be motivated by competing to maintain
Hertel, Niels Thomas +3 more
openaire +3 more sources

