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
Developing serious games for cultural heritage: a state-of-the-art review [PDF]
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered.
A Lerner +60 more
core +1 more source
A sweetspot for innovation:developing games with purpose through student-staff collaboration [PDF]
Within industry as well as academia, developing games that have wider impact on society has been of particular interest in the last decade. The increasing use of terms such as ‘games with purpose’, ‘serious games’ and gamification’ has been mirrored in a
Donald, Iain +2 more
core +3 more sources
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
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
User interface evaluation of serious games for students with intellectual disability [PDF]
We have designed and evaluated around 10 serious games under the EU Leonardo Transfer of Innovation Project: Game On Extra Time (GOET) project http://goet-project.eu/.
Brown, DJ +4 more
core +1 more source
Fostering the reduction of assortative mixing or homophily into the class [PDF]
Human societies from the outset have been associated according to race, beliefs, religion, social level, and the like. These behaviors continue even today in the classroom at primary, middle, and superior levels.
Meza, Jaime +5 more
core +1 more source
IMU-Based Fitness Activity Recognition Using CNNs for Time Series Classification
Mobile fitness applications provide the opportunity to show users real-time feedback on their current fitness activity. For such applications, it is essential to accurately track the user’s current fitness activity using available mobile sensors, such as
Philipp Niklas Müller +3 more
doaj +1 more source
10 simple rules to create a serious game, illustrated with examples from structural biology
Serious scientific games are games whose purpose is not only fun. In the field of science, the serious goals include crucial activities for scientists: outreach, teaching and research.
A Kawrykow +49 more
core +2 more sources
The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification [PDF]
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and ...
Misuraca, Gianluca, Stewart, James
core +1 more source

