Results 21 to 30 of about 8,867 (263)
3D VIRTUAL MODELS FOR AN EARLY EDUCATION SERIOUS GAMING APPLICATION [PDF]
Visualization and conceptualisation of 3D objects are complex cognitive processes which are regarded essential from pre-school education to develop abilities linked to spatial and 3D thinking. The focus of this paper is to discuss the use of a virtual 3D
D. Anastasiou +4 more
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Serious Gaming Analytics: What Students´ Log Files Tell Us about Gaming and Learning
In this paper we explore existing log files of the VIBOA environmental policy game. Our aim is to identify relevant player behaviours and performance patterns.
Wim Westera, Rob Nadolski, Hans Hummel
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Safety Hunting: a Serious Gaming Approach for Industrial Safety Training
Current operational safety training methods for the chemical process industry typically focus on acquiring and evaluating knowledge and technical know-how about safety measures and procedures.
Dimitrios Tzioutzios +3 more
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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
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An investigation on using serious gaming to study human decision-making in engineering contexts
Serious gaming is the use of games for purposes beyond entertainment. In this paper, we investigate the use of serious gaming as a tool for research into decision-making in engineering systems design.
Sean D. Vermillion +5 more
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The use of «serious gaming» in educational work with children [PDF]
This article discusses the foreign studies on the use of so-called «serious» computer games («Serious Games») in the educational work with children. Three main groups of these types of games are singled out: games aimed at increasing physical activity in
Klopotova E.E., Kuznetsova T.Y.
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The effects of a gamified approach avoidance training and verbal suggestions on food outcomes.
There is initial support for the effectiveness of approach-avoidance trainings in altering food-related health behaviors. Furthermore, outcome expectancies induced by verbal suggestions might optimize the effectiveness of these interventions, as shown in
Lemmy Schakel +6 more
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The REThink Online Therapeutic Game: A Usability Study
Background: Children and adolescents’ help-seeking behaviors are often limited by fear, uncertainty, and stigma, as well as challenges with finding the right intervention, help, and a lack of familiarity with the process.
Ioana Alexandra Iuga +2 more
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BackgroundEmergency departments (EDs) care for many patients nearing the end of life with advanced serious illnesses. Simulation training offers an opportunity to teach physicians the interpersonal skills required to manage end-of-
Jessica Stanich +6 more
doaj +1 more source
RAGE Architecture for Reusable Serious Gaming Technology Components
For seizing the potential of serious games, the RAGE project—funded by the Horizon-2020 Programme of the European Commission—will make available an interoperable set of advanced technology components (software assets) that support game studios at serious
Wim van der Vegt +4 more
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