WorldWideScience

Sample records for based game development

  1. GPS-Based AR Games Development Potential

    Directory of Open Access Journals (Sweden)

    Gregorius Alvin Raditya Santoso

    2014-11-01

    Full Text Available The application of new technologies in a game is not a new thing. One example is the application of Augmented Reality (AR technology in game. Many people do not know the application of AR technology in game, although the application of this technology is able to produce a game with unique gameplay. In addition, since AR game is GPS-based, it offers new gaming experience, that is, playing outdoors in which the real world becomes the game arena. This advantage gives the AR technology a huge potential to be developed into a game

  2. Computer Game-based Learning: Applied Game Development Made Simpler

    NARCIS (Netherlands)

    Nyamsuren, Enkhbold

    2018-01-01

    The RAGE project (Realising an Applied Gaming Ecosystem, http://rageproject.eu/) is an ongoing initiative that aims to offer an ecosystem to support serious games’ development and use. Its two main objectives are to provide technologies for computer game-based pedagogy and learning and to establish

  3. Gaming and the Commodities Market: An Economic-Based Game for Developing Reasoning Skills

    Science.gov (United States)

    Witschonke, Christopher; Herrera, Jose Maria

    2013-01-01

    The authors describe an economics-based game they have developed to instruct student teachers in the value of games and gaming for developing reasoning and decision-making skills in economics in K-12 students (5-18-year-olds). The game is designed to progress through each grade level so that by high school students have a thorough appreciation and…

  4. Developing and Assessing Teachers' Knowledge of Game-Based Learning

    Science.gov (United States)

    Shah, Mamta; Foster, Aroutis

    2015-01-01

    Research focusing on the development and assessment of teacher knowledge in game-based learning is in its infancy. A mixed-methods study was undertaken to educate pre-service teachers in game-based learning using the Game Network Analysis (GaNA) framework. Fourteen pre-service teachers completed a methods course, which prepared them in game…

  5. Serious games & EMERGO - sustainable development of skill-based serious games

    OpenAIRE

    Nadolski, Rob; Slootmaker, Aad

    2012-01-01

    Nadolski, R. J., & Slootmaker, A. (2012, 11 December). Serious games & EMERGO - sustainable development of skill-based serious games. Workshop for TPG Academy of a South African Delegation, Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  6. Design-Based Research and Video Game Based Learning: Developing the Educational Video Game "Citizen Science"

    Science.gov (United States)

    Gaydos, Matthew J.

    2013-01-01

    This paper presents a series of studies detailing the research and development of the educational science video game "Citizen Science." It documents the design process, beginning with the initial grant and ending with a case study of two teachers who used the game in their classrooms. Following a design-based research approach, this…

  7. Issues in the Development of Location-Based Games

    Directory of Open Access Journals (Sweden)

    João Tiago Pinheiro Neto Jacob

    2011-01-01

    Full Text Available As new and more powerful mobile devices arrive, such as smartphones, tablets and PDAs, so do new ways of interaction emerge for the users and developers to explore. These devices allow for the creation of never-before-seen applications, using the broad range of inputs and sensors these devices integrate (such as accelerometers, light sensors, electronic compasses, GPS sensor among others, that allow for more ubiquous and personalized experiences. This paper explores issues that arise during the development and design phases of such games, as well as posible solutions for them. Finally we present, a framework for the development of location-based games that is sensible to these issues. This framework was created and tested thanks to a proof-of-concept location-based game (Geo-Wars.

  8. Game development tool essentials

    CERN Document Server

    Berinstein, Paula; Ardolino, Alessandro; Franco, Simon; Herubel, Adrien; McCutchan, John; Nedelcu, Nicusor; Nitschke, Benjamin; Olmstead, Don; Robinet, Fabrice; Ronchi, Christian; Turkowski, Rita; Walter, Robert; Samour, Gustavo

    2014-01-01

    Offers game developers new techniques for streamlining the critical game tools pipeline. Inspires game developers to share their secrets and improve the productivity of the entire industry. Helps game industry practitioners compete in a hyper-competitive environment.

  9. Design and development of the mobile game based on the J2ME technology

    Science.gov (United States)

    He, JunHua

    2012-01-01

    With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.

  10. A Model for Ubiquitous Serious Games Development Focused on Problem Based Learning

    Science.gov (United States)

    Dorneles, Sandro Oliveira; da Costa, Cristiano André; Rigo, Sandro José

    2015-01-01

    The possibility of using serious games with problem-based learning opens up huge opportunities to connect the experiences of daily life of students with learning. In this context, this article presents a model for serious and ubiquitous games development, focusing on problem based learning methodology. The model allows teachers to create games…

  11. Game-Based Learning in Professional Development for Practicing Educators: A Review of the Literature

    Science.gov (United States)

    Meredith, Tamara R.

    2016-01-01

    Many game-based learning (GBL) researchers working in K-12 educational settings have supported the incorporation of gaming technologies into classroom practice, but little has been communicated about the effect of incorporating GBL into practicing K-12 educators' professional development. This review is a critical appraisal of the quantity and…

  12. Problem Based Game Design

    DEFF Research Database (Denmark)

    Reng, Lars; Schoenau-Fog, Henrik

    2011-01-01

    At Aalborg University’s department of Medialogy, we are utilizing the Problem Based Learning method to encourage students to solve game design problems by pushing the boundaries and designing innovative games. This paper is concerned with describing this method, how students employ it in various...... projects and how they learn to analyse, design, and develop for innovation by using it. We will present various cases to exemplify the approach and focus on how the method engages students and aspires for innovation in digital entertainment and games....

  13. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

    This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....

  14. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach

    Directory of Open Access Journals (Sweden)

    Ming-Hsin Lu

    2017-10-01

    Full Text Available In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical

  15. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach.

    Science.gov (United States)

    Lu, Ming-Hsin; Lin, Weijane; Yueh, Hsiu-Ping

    2017-01-01

    In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger

  16. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach

    Science.gov (United States)

    Lu, Ming-Hsin; Lin, Weijane; Yueh, Hsiu-Ping

    2017-01-01

    In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger

  17. Game development with Swift

    CERN Document Server

    Haney, Stephen

    2015-01-01

    If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.

  18. Autogenerator-based modelling framework for development of strategic games simulations: rational pigs game extended.

    Science.gov (United States)

    Fabac, Robert; Radošević, Danijel; Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, "the tramp," one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players.

  19. A Course on Serious Game Design and Development Using an Online Problem-Based Learning Approach

    Science.gov (United States)

    Kapralos, Bill; Fisher, Stephanie; Clarkson, Jessica; van Oostveen, Roland

    2015-01-01

    Purpose: The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and…

  20. Development of an interactive game-based rehabilitation tool for dynamic balance training.

    Science.gov (United States)

    Lange, BeLinda; Flynn, Sheryl; Proffitt, Rachel; Chang, Chien-Yen; Rizzo, Albert Skip

    2010-01-01

    Conventional physical therapy techniques have been shown to improve balance, mobility, and gait following neurological injury. Treatment involves training patients to transfer weight onto the impaired limb to improve weight shift while standing and walking. Visual biofeedback and force plate systems are often used for treatment of balance and mobility disorders. Researchers have also been exploring the use of video game consoles such as the Nintendo Wii Fit as rehabilitation tools. Case studies have demonstrated that the use of video games may have promise for balance rehabilitation. However, initial usability studies and anecdotal evidence suggest that the current commercial games are not compatible with controlled, specific exercise required to meet therapy goals. Based on focus group data and observations with patients, a game has been developed to specifically target weight shift training using an open source game engine and the Nintendo Wii Fit Balance Board. The prototype underwent initial usability testing with a sample of clinicians and with persons with neurological injury. Overall, feedback was positive, and areas for improvement were identified. This preliminary research provides support for the development of a game that caters specifically to the key requirements of balance rehabilitation.

  1. A Development of Game-Based Learning Environment to Activate Interaction among Learners

    Science.gov (United States)

    Takaoka, Ryo; Shimokawa, Masayuki; Okamoto, Toshio

    Many studies and systems that incorporate elements such as “pleasure” and “fun” in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called “Who becomes the king in the country of mathematics?” from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.

  2. A Guideline for Game Development-Based Learning: A Literature Review

    Directory of Open Access Journals (Sweden)

    Bian Wu

    2012-01-01

    Full Text Available This study aims at reviewing the published scientific literature on the topics of a game development-based learning (GDBL method using game development frameworks (GDFs with the perspective of (a summarizing a guideline for using GDBL in a curriculum, (b identifying relevant features of GDFs, and (c presenting a synthesis of impact factors with empirical evidence on the educational effectiveness of the GDBL method. After systematically going through the available literature on the topic, 34 relevant articles were selected for the final study. We analyzed the articles from three perspectives: (1 pedagogical context and teaching process, (2 selection of GDFs, and (3 evaluation of the GDBL method. The findings from the 34 articles suggest that GDFs have many potential benefits as an aid to teach computer science, software engineering, art design, and other fields and that such GDFs combined with the motivation from games can improve the students’ knowledge, skills, attitudes, and behaviors in contrast to the traditional classroom teaching. Furthermore, based on the results of the literature review, we extract a guideline of how to apply the GDBL method in education. The empirical evidence of current findings gives a positive overall picture and can provide a useful reference to educators, practitioners, and researchers in the area of game-based learning.

  3. Exploring Teacher Use of an Online Forum to Develop Game-Based Learning Literacy

    Science.gov (United States)

    Barany, Amanda; Shah, Mamta; Foster, Aroutis

    2017-01-01

    Game-based learning researchers have emphasized the importance of teachers' game literacy and knowledge of pedagogical approaches involved in successfully adopting an instructional approach (Bell and Gresalfi, 2017). In this paper, we describe findings from an online resource that teachers used to generate a repository of games for use both during…

  4. Game-based telerehabilitation.

    Science.gov (United States)

    Lange, B; Flynn, Sheryl M; Rizzo, A A

    2009-03-01

    This article summarizes the recent accomplishments and current challenges facing game-based virtual reality (VR) telerehabilitation. Specifically this article addresses accomplishments relative to realistic practice scenarios, part to whole practice, objective measurement of performance and progress, motivation, low cost, interaction devices and game design. Furthermore, a description of the current challenges facing game based telerehabilitation including the packaging, internet capabilities and access, data management, technical support, privacy protection, seizures, distance trials, scientific scrutiny and support from insurance companies.

  5. Platform development supportedby gaming

    DEFF Research Database (Denmark)

    Mikkola, Juliana Hsuan; Hansen, Poul H. Kyvsgård

    2007-01-01

    , possibly increasing the strategic risks for the firm. This paper reports preliminary findings on platform management process at LEGO, a Danish toy company.  Specifically, we report the process of applying games combined with simulations and workshops in the platform development. We also propose a framework...

  6. Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions.

    Science.gov (United States)

    Duncan, Lindsay R; Hieftje, Kimberly D; Culyba, Sabrina; Fiellin, Lynn E

    2014-03-01

    As mobile technologies and videogaming platforms are becoming increasingly prevalent in the realm of health and healthcare, so are the opportunities to use these resources to conduct behavioral interventions. The creation and empirical testing of game style interventions, however, is challenged by the requisite collaboration of multidisciplinary teams, including researchers and game developers who have different cultures, terminologies, and standards of evidence. Thus, traditional intervention development tools such as logic models and intervention manuals may need to be augmented by creating what we have termed "Game Playbooks" which are intervention guidebooks that are created by, understood by, and acceptable to all members of the multidisciplinary game development team. The purpose of this paper is to describe the importance and content of a Game Playbook created to aide in the development of a videogame intervention designed specifically for health behavior change in young teens as well as the process for creating such a tool. We draw on the experience of our research and game design team to describe the critical components of the Game Playbook and the necessity of creating such a tool.

  7. The challenges of developing a contrast-based video game for treatment of amblyopia.

    Science.gov (United States)

    Hussain, Zahra; Astle, Andrew T; Webb, Ben S; McGraw, Paul V

    2014-01-01

    Perceptual learning of visual tasks is emerging as a promising treatment for amblyopia, a developmental disorder of vision characterized by poor monocular visual acuity. The tasks tested thus far span the gamut from basic psychophysical discriminations to visually complex video games. One end of the spectrum offers precise control over stimulus parameters, whilst the other delivers the benefits of motivation and reward that sustain practice over long periods. Here, we combined the advantages of both approaches by developing a video game that trains contrast sensitivity, which in psychophysical experiments, is associated with significant improvements in visual acuity in amblyopia. Target contrast was varied adaptively in the game to derive a contrast threshold for each session. We tested the game on 20 amblyopic subjects (10 children and 10 adults), who played at home using their amblyopic eye for an average of 37 sessions (approximately 11 h). Contrast thresholds from the game improved reliably for adults but not for children. However, logMAR acuity improved for both groups (mean = 1.3 lines; range = 0-3.6 lines). We present the rationale leading to the development of the game and describe the challenges of incorporating psychophysical methods into game-like settings.

  8. The challenges of developing a contrast-based video game for treatment of amblyopia

    Directory of Open Access Journals (Sweden)

    Zahra eHussain

    2014-11-01

    Full Text Available Perceptual learning of visual tasks is emerging as a promising treatment for amblyopia, a developmental disorder of vision characterized by poor monocular visual acuity. The tasks tested thus far span the gamut from basic psychophysical discriminations to visually complex video games. One end of the spectrum offers precise control over stimulus parameters, whilst the other delivers the benefits of motivation and reward that sustain practice over long periods. Here, we combined the advantages of both approaches by developing a video game that trains contrast sensitivity, which in psychophysical experiments, is associated with significant improvements in visual acuity in amblyopia. Target contrast was varied adaptively in the game to derive a contrast threshold for each session. We tested the game on twenty amblyopic subjects (ten children and ten adults, who played at home using their amblyopic eye for an average of 37 sessions (approximately 11 hours. Contrast thresholds from the game improved reliably for adults but not for children. However, LogMAR acuity improved for both groups (mean: 1.3 lines; range: 0-3.6 lines. We present the rationale leading to the development of the game and describe the challenges of incorporating psychophysical methods into game-like settings.

  9. Learn Unity for 2D game development

    CERN Document Server

    Thorn, Alan

    2013-01-01

    The only Unity book specifically covering 2D game development Written by Alan Thorn, experience game developer and author of seven books on game programming Hands-on examples of all major aspects of 2D game development using Unity

  10. Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers

    Science.gov (United States)

    Squire, Kurt D.; Jan, Mingfong

    2007-02-01

    While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to "think like scientists." Location-based augmented reality games offer an opportunity to create a "post-progressive" pedagogy in which students are not only immersed in authentic scientific inquiry, but also required to perform in adult scientific discourses. This cross-case comparison as a component of a design-based research study investigates three cases (roughly 28 students total) where an Augmented Reality curriculum, Mad City Mystery, was used to support learning in environmental science. We investigate whether augmented reality games on handhelds can be used to engage students in scientific thinking (particularly argumentation), how game structures affect students' thinking, the impact of role playing on learning, and the role of the physical environment in shaping learning. We argue that such games hold potential for engaging students in meaningful scientific argumentation. Through game play, players are required to develop narrative accounts of scientific phenomena, a process that requires them to develop and argue scientific explanations. We argue that specific game features scaffold this thinking process, creating supports for student thinking non-existent in most inquiry-based learning environments.

  11. Developing Professional “Game Teacher” Repertoires

    DEFF Research Database (Denmark)

    Lieberoth, Andreas; Hanghøj, Thorkild

    2017-01-01

    of building actionable skill sets. Following Schön (1986) we use these data to frame students’ transition from gamers or game curious teachers to developing professional repertoires.Interviews and statistical comparison to other students indicate that while student’s existing preferences for the “heavier......The first Danish Game-Based Learning course offered by a teachers college enrolled 42 students with a variety of backgrounds and interests in games. We characterize the students who enrolled in the course in terms of gaming literacies and preferences, and gauge the impact of the course in terms......” game motifs arousal and fantasy (Sherry et al 2006) significantly predicted their attitudes to learning though games, active experiences from the course came to determine their fledgling professional repertoires as measured though their own projections of what they will use games...

  12. Game Development: Sci-Fi Endless Runner

    OpenAIRE

    Boronin, Dmitry

    2017-01-01

    Abstract Game development is the one of the most popular fields in IT, which is responsible for creating games. Many people like playing games on different platforms such as PC, consoles. Therefore, this point is very profitable for game developers. The purposes of this project were to learn basic things about game development, game engines and to make a game with the original design. The tutorials and instructions were used to get the necessary information about game ...

  13. Iterative Design and Testing for the Development of a Game-Based Chlamydia Awareness Intervention: A Pilot Study.

    Science.gov (United States)

    Jiang, Rui; McKanna, James; Calabrese, Samantha; Seif El-Nasr, Magy

    2017-08-01

    Herein we describe a methodology for developing a game-based intervention to raise awareness of Chlamydia and other sexually transmitted infections among youth in Boston's underserved communities. We engaged in three design-based experiments. These utilized mixed methods, including playtesting and assessment methods, to examine the overall effectiveness of the game. In this case, effectiveness is defined as (1) engaging the target group, (2) increasing knowledge about Chlamydia, and (3) changing attitudes toward Chlamydia testing. These three experiments were performed using participants from different communities and with slightly different versions of the game, as we iterated through the design/feedback process. Overall, participants who played the game showed a significant increase in participants' knowledge of Chlamydia compared with those in the control group (P = 0.0002). The version of the game, including elements specifically targeting systemic thinking, showed significant improvement in participants' intent to get tested compared with the version of the game without such elements (Stage 2: P > 0.05; Stage 3: P = 0.0045). Furthermore, during both Stage 2 and Stage 3, participants showed high levels of enjoyment, mood, and participation and moderate levels of game engagement and social engagement. During Stage 3, however, participants' game engagement (P = 0.0003), social engagement (P = 0.0003), and participation (P = 0.0003) were significantly higher compared with those of Stage 2. Thus, we believe that motivation improvements from Stage 2 to 3 were also effective. Finally, participants' overall learning effectiveness was correlated with their prepositive affect (r = 0.52) and their postproblem hierarchy (r = -0.54). The game improved considerably from its initial conception through three stages of iterative design and feedback. Our assessment methods for each stage targeted and integrated learning, health, and engagement

  14. Location-based games

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    In this dissertation, it is explored which prerequisites are necessary in location-based games (LBGs) to make meaningful the meeting between players and spatiality with an emphasis on physical locations. Throughout the dissertation, it has been shown that LBGs affect players’ perception of and be......In this dissertation, it is explored which prerequisites are necessary in location-based games (LBGs) to make meaningful the meeting between players and spatiality with an emphasis on physical locations. Throughout the dissertation, it has been shown that LBGs affect players’ perception...... of and behavior in everyday spaces, as the games reside on the boundaries between the continuums of play and ordinary, authentic and fictional, and as they merge physical and digital media. These are termed the six dimensions of LBGs. LBGs let the player explore the boundaries between these dimensions...... experiences of being in the world and the creation of meaning. The theory on motivation defines what motivation consists of and how it relates to our actions. This theory has been combined with theories concerning play and play culture, digital media, (digital) games, (optimal) experiences, landscape...

  15. Game-based programming towards developing algorithmic thinking skills in primary education

    Directory of Open Access Journals (Sweden)

    Hariklia Tsalapatas

    2012-06-01

    Full Text Available This paper presents cMinds, a learning intervention that deploys game-based visual programming towards building analytical, computational, and critical thinking skills in primary education. The proposed learning method exploits the structured nature of programming, which is inherently logical and transcends cultural barriers, towards inclusive learning that exposes learners to algorithmic thinking. A visual programming environment, entitled ‘cMinds Learning Suite’, has been developed aimed for classroom use. Feedback from the deployment of the learning methods and tools in classrooms in several European countries demonstrates elevated learner motivation for engaging in logical learning activities, fostering of creativity and an entrepreneurial spirit, and promotion of problem-solving capacity

  16. Learn C++ for game development

    CERN Document Server

    Sutherland, Bruce

    2014-01-01

    An Apress entry on C++ skills accumulation book for Game developers. Retail/Trade sales potential exists in addition to the more likely sales to come from books as database engines as both C++ and Game Development are relevant terms. Charles River Media book out of print or no longer supported directly by the Publisher/sold direct by Publisher on Amazon anymore. This Apress book takes its place at least. Author is an expert game developer/programmer. C++ is still the primary programming language that the majority of game applications/apps rely upon in today's market.

  17. Balancing Expression and Structure in Game Design: Developing Computational Participation Using Studio-Based Design Pedagogy

    Science.gov (United States)

    DeVane, Ben; Steward, Cody; Tran, Kelly M.

    2016-01-01

    This article reports on a project that used a game-creation tool to introduce middle-school students ages 10 to 13 to problem-solving strategies similar to those in computer science through the lens of studio-based design arts. Drawing on historic paradigms in design pedagogy and contemporary educational approaches in the digital arts to teach…

  18. Game of the Cursed Prince based on Android

    OpenAIRE

    Armansyah, Risky; Pratiwi, Dian

    2018-01-01

    Nowadays Games become an entertainment alternative for various circles, industry and game development business is also a profitable industry. In Indonesia the amount of game consumption is very high, especially the console game type RPG (Role Playing Game). The task of this research is developing game software using Unity 3D to create an Android-based RPG game app. The story is packed with RPG genres so the player can feel the main role of the storys imagination. The game to be built is a gam...

  19. A Microworld-Based Role-Playing Game Development Approach to Engaging Students in Interactive, Enjoyable, and Effective Mathematics Learning

    Science.gov (United States)

    Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying

    2018-01-01

    In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…

  20. Recent Developments in Game-Based Virtual Reality Educational Laboratories Using the Microsoft Kinect

    Directory of Open Access Journals (Sweden)

    Mingshao Zhang

    2018-01-01

    Full Text Available Virtual Reality (VR is a well-known concept and has been proven to be beneficial in various areas. However, several disadvantages inherent in VR prevent its broad deployment in the educational arena. These limitations include non-realistic representation, lack of customizability and flexibility, financial feasibility, physical and psychological discomforts of the users, simulator sickness, etc. In this paper, an innovative method that uses the Microsoft Kinect as an essential component for developing game-based VR educational laboratories is presented. This technique addresses three different aspects. First, it represents an efficient method for creating the VE using the Kinect as a measuring tool. Second, the Kinect is employed as a substitute DAQ system for acquiring range data and tracking the motion of objects of interest. At last, the Kinect serves as a novel human-computer interface for tracking the users’ entire body motion and recognizing their voices. Using the method described here, three major aspects of educational VR development can be accomplished with an inexpensive and commercially available Kinect.

  1. Understanding game-based literacy practices in a school context

    DEFF Research Database (Denmark)

    Bremholm, Jesper; Brok, Lene Storgaard

    In this paper, we propose to present a theoretical framework for understanding and describing literacy practices in classrooms that have adopted a game-based pedagogy. This framework, which is currently under development, is part of the qualitative strand of the research project Game-Based Learning...... methodology, and the interventions will be carried out at 20 schools in Denmark and will consist of 4 specially designed game-based units in each of the subjects Danish (as L1), mathematics, and science in both 5th and 7th grade. Games include digital as well as analogue games, and we understand game......-based learning as relating to the process of designing games, exploring game worlds, and reflecting on game activities in an educational context. The purpose of the qualitative strand is to explore how the game-based learning activities influence the literacy practices in the different classrooms. This includes...

  2. Game development and simulation with unreal technology

    CERN Document Server

    Tavakkoli, Alireza

    2015-01-01

    Game Development and Simulation with Unreal Technology explores the use of Unreal Engine 4 (UE4) for the development of real-time digital interactive contents to be used in computerized games or simulations. The engine is considered in three main iterations: from the basic use of the engine to build games and simulation content out of the box, to intermediate design of interactive content by building on the pre-supplied contents from the base engine, and through advanced implementations geared toward a comprehensive understanding of the power of the Unreal Engine. This is one of the first book

  3. Practical Android 4 Games Development

    CERN Document Server

    DiMarzio, J F

    2011-01-01

    Practical Android 4 Games Development continues your journey to becoming a hands-on Android game apps developer. This title guides you through the process of designing and developing game apps that work on both smartphones and tablets, thanks to the new Android SDK 4.0 which merges the User Interface and Experience APIs and more. The author, J.F. DiMarzio, has written eight books, including Android: A Programmer's Guide - the first Android book approved by Google - recently updated and translated for sale in Japan. He has an easy-to-read, concise, and logical writing style that is well suited

  4. Perancangan PC Game First Person Shooter Menggunakan Unreal Development Kit

    Directory of Open Access Journals (Sweden)

    Rizka Lukmana Afif

    2014-06-01

    Full Text Available The development of hardware increasing rapidly has made game developers take advantage of a variety of new resources that can improve their games. Epic games is a mature game developer who managed to make thousands game and delivered to the hands of gamers . A game engine called Unreal Engine is a big secret behind the success of Epic Games . The game engine is free if you just want to learn or just want to create a personal project and the game is not to be in comercial purposes . It is unfortunate that many students don’t even know of the existence of unreal engine , most of them make use of simpler game engine like game maker , rpg maker , fps creator , and so on. Though unreal engine is superior in any aspect other than the game engine , be it graphics , tools , mechanisms of development , flexible in export-import assets , etc . Based on this information , the author had the idea to make a first person shooter game using the unreal engine as the engine game. Before doing the develpment process, the next step is studying the literature of unreal engine and other supporting software such as 3d studio max to create 3D assets , adobe flash to create the menus , adobe photoshop to create a 2D texture and speedtree assets to create the foliage elements . The next thing is to go into the design phase of scenarios , maps, missions , characters and items that will be placed in the game. The next stage is the development and testing phase to test the game that has finished .The results of the design of this game is the realization of a first person shooter game application using unreal engine with features that can support the player 's interest in playing the game . It’s also introducing unreal engine to students who are interested in designing games.

  5. Multiplayer game development with HTML5

    CERN Document Server

    Silveira, Rodrigo

    2015-01-01

    If you are a HTML5 game developer who can make basic single-player games and you are now ready to incorporate multiplayer functionality in your games as quickly as possible, then this book is ideal for you.

  6. Development of iBsafe: A Collaborative, Theory-based Approach to Creating a Mobile Game Application for Child Safety.

    Science.gov (United States)

    Dixon, Cinnamon A; Ammerman, Robert T; Dexheimer, Judith W; Meyer, Benjamin; Jung, Heekyoung; Johnson, Boyd L; Elliott, Jennifer; Jacobs, Tom; Pomerantz, Wendy J; Mahabee-Gittens, E Melinda

    2014-01-01

    Unintentional injury is a leading cause of death worldwide, and the number one cause of child death in the United States. The American Academy of Pediatrics promotes safety recommendations to decrease child injury risk, however the majority of educational programs delivering these strategies are school-based or in community campaigns. Mobile technology provides an opportune platform to deliver pediatric injury prevention programs given its massive global reach and underrepresentation within the current mobile health market. This paper describes the development of iBsafe, a novel mobile safety game application designed to prevent injury in 5- to 6- year old children. Our multidisciplinary team utilized a step-wise approach to create an innovative child game application which is based in behavioral theory and promotes evidence-based safety recommendations. Results and future directions for iBsafe aim to interactively educate children on how to be safe and ultimately improve their safety behaviors.

  7. Development of an Effective Educational Computer Game Based on a Mission Synchronization-Based Peer-Assistance Approach

    Science.gov (United States)

    Chang, Shao-Chen; Hwang, Gwo-Jen

    2017-01-01

    In this study, a mission synchronization-based peer-assistance approach is proposed to improve students' learning performance in digital game-based learning activities. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science course to examine the participants' learning…

  8. Domesticating Digital Game-based Learning

    Directory of Open Access Journals (Sweden)

    Helga Dís Sigurdardottir

    2016-07-01

    Full Text Available This paper analyses the use of digital game-based learning (DGBL in schools in Norway. It investigates the types of games used in Norwegian schools and how pupils experience that practice. Digital game-based learning is being widely employed throughout Norway as a result of the increased focus on digital skills in Norwegian education. This paper analyses that development by way of focus group interviews with a total of sixty-four pupils at four schools. Drawing upon domestication and actor-network theory, the paper provides a novel approach to the study of DGBL. The broad empirical investigation into DGBL practices furthermore provides a contribution to scholarly literature on the subject. A noteworthy finding of this study is the diversity of games employed in schools—around 30 different titles— indicating that the choice of games lies at the discretion of individual teachers. Findings from this research show that the domestication of digital game-based learning occurs through the construction of complex game-based learning assemblages. This includes the classroom and home as gaming sites, group work and individual assignments as practices, and PCs and iPads as platforms.

  9. The Formal Approach to Computer Game Rule Development Automation

    OpenAIRE

    Elena, A.

    2009-01-01

    Computer game rules development is one of the weakly automated tasks in game development. This paper gives an overview of the ongoing research project which deals with automation of rules development for turn-based strategy computer games. Rules are the basic elements of these games. This paper proposes a new approach to automation including visual formal rules model creation, model verification and modelbased code generation.

  10. A game-based strategy for the staff development of home health care nurses.

    Science.gov (United States)

    Popil, Inna; Dillard-Thompson, Darlene

    2015-05-01

    This article describes gaming, an interactive teaching strategy that promotes active learning. An evaluation study conducted with home health care nurses tested the use of a game as a teaching tool. The study evaluated learning outcomes and learners' level of engagement and satisfaction with an educational game as a teaching method. Copyright 2015, SLACK Incorporated.

  11. Developing user-centered concepts for language learning video games

    OpenAIRE

    Poels, Yorick; Annema, Jan Henk; Zaman, Bieke; Cornillie, Frederik

    2012-01-01

    This paper will report on an ongoing project which aims to develop video games for language learning through a user-centered and evidence-based approach. Therefore, codesign sessions were held with adolescents between 14 and 16 years old, in order to gain insight into their preferences for educational games for language learning. During these sessions, 11 concepts for video games were developed. We noticed a divide between the concepts for games that were oriented towa...

  12. Rethinking Game Based Learning: applying pedagogical standards to educational games

    NARCIS (Netherlands)

    Schmitz, Birgit; Kelle, Sebastian

    2010-01-01

    Schmitz, B., & Kelle, S. (2010, 1-6 February). Rethinking Game Based Learning: applying pedagogical standards to educational games. Presentation at JTEL Winter School 2010 on Advanced Learning Technologies, Innsbruck, Austria.

  13. Challenges to Designing Game-Based Business

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2014-01-01

    The four categories labelled game-design, didactic design, organisational design and business design each constitute a set of challenges, each requiring a particular set of competencies. The key conclusion of the paper is that even though the learning game design constitutes the core of establish......The four categories labelled game-design, didactic design, organisational design and business design each constitute a set of challenges, each requiring a particular set of competencies. The key conclusion of the paper is that even though the learning game design constitutes the core...... of establishing game based business (GBB), the subsequent stages of development call for other kinds of competencies in order to become a viable GBB....

  14. Unreal game development

    CERN Document Server

    Amresh, Ashish

    2010-01-01

    AcknowledgmentsRequired ToolsIntroduction: So You Want To Make GamesDesign Coming Up with a PlanLevel DesignLeading the Player with LightingTerrainManaging LevelsEvents and Triggers: What's Kismet?User Interfaces and MenusRefining Your WorkSpecial Effects and CutscenesAnimated Characters in CutscenesArtArt, ""The Unreal Way""3D Design and Autodesk 3D Studio Max2D Images and GIMPUsing Max with GIMPProcess and MethodsMaking Better MaterialsProps and ObjectsWeapons<

  15. Adding Social Elements to Game-Based Learning

    Directory of Open Access Journals (Sweden)

    Chien-Hung Lai

    2014-05-01

    Full Text Available Game-based learning is to present the instruction by games in learning, with the main purpose of triggering learners’ motives instead of instructing the courses. Thus, increasing learning motive by game-based learning becomes a common instructional strategy to enhance learning achievement. However, it is not easy to design interesting games combined with courses. In 2011, Echeverria proposed a design to combine characteristics of games with elements of courses by matching the virtual scenarios in games with proper courses. However, in the past game-based learning, students were gathered in regular places for several times of game-based learning. Students’ learning was limited by time and space. Therefore, for students’ game-based learning at any time and in any places, based on theories of design elements of online community game Aki Järvinen, this study treats Facebook as the platform of games. The development by online community game is easier, faster and cheaper than traditional video games. In 2006, Facebook allowed API program of the third party. Therefore, by Facebook, this study provides the platform for students to learn in social lives to explore students’ activities in online community games. Questionnaire survey is conducted to find out if the design of non-single user game is attractive for students to participate in game-based learning. In order to make sure that the questionnaires can be the criteria to investigate students’ intention to play games, by statistical program of social science; this study validates reliability and validity of items of questionnaire to effectively control the effect of online community games on students’ learning intention.

  16. 3D Mobile Game Engine Development

    OpenAIRE

    Liu, Danyang

    2012-01-01

    With the rapid development of mobile games, more rich and colorful mobile games are demanded. While during the development of mobile games, a good mobile game engine is a key technology, since it can integrate some important functions in a framework. In my thesis, the objective is to design the framework of 3D mobile game engine. For completing the research, I put forward specific three research questions, and through understanding and learning the knowledge of professional technologies and t...

  17. RELM: developing a serious game to teach evidence-based medicine in an academic health sciences setting.

    Science.gov (United States)

    Gleason, Ann Whitney

    2015-01-01

    Gaming as a means of delivering online education continues to gain in popularity. Online games provide an engaging and enjoyable way of learning. Gaming is especially appropriate for case-based teaching, and provides a conducive environment for adult independent learning. With funding from the National Network of Libraries of Medicine, Pacific Northwest Region (NN/LM PNR), the University of Washington (UW) Health Sciences Library, and the UW School of Medicine are collaborating to create an interactive, self-paced online game that teaches players to employ the steps in practicing evidence-based medicine. The game encourages life-long learning and literacy skills and could be used for providing continuing medical education.

  18. Game Programming Course - Creative Design and Development

    Directory of Open Access Journals (Sweden)

    Jaak Henno

    2008-10-01

    Full Text Available Rapid developments of the Electronic Entertainment - computer and video games, virtual environments, the "Games 3.0" revolution - influences also courses about Games and Virtual Environments. In the following is discussed the course “Games and Virtual Environments” presented in the fall 2007 term in Tallinn University of Technology; the main emphasis of the course was not on programming technology, but on understanding games as a special form of communication and exploring specific features of this form.

  19. Preparing Instructional Designers for Game-Based Learning: Part 1

    Science.gov (United States)

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…

  20. Customer and Developers Point of Views to Game Cloning

    Directory of Open Access Journals (Sweden)

    Ryan Susanto

    2014-11-01

    Full Text Available Game Cloning is an action of cloning games. This non-ethical action reaps many controversial matters from game customer and developer in game industry. As a result, this action is considered a wrongdoing. However, but not all cases of game cloning are wrong. Many recent games have been rooted from game cloning. In case of game cloning, game developers do not commit something illegal or immoral since they revamp and complement the games they imitate

  1. Serious games: design and development

    OpenAIRE

    Barbosa, André Filipe Santos

    2011-01-01

    With the growth of the video game industry, interest in video game research has increased, leading to the study of Serious Games. Serious Games are generally perceived as games that use the video games’ capabilities to emerge players, for other purposes besides entertainment. These purposes include education and training, among others. By using Serious Games for education, teachers could capture the students’ attention in the same way that video games often do, thus the learning proc...

  2. Understanding game-based literacy practices in a school context

    DEFF Research Database (Denmark)

    Bremholm, Jesper; Brok, Lene Storgaard

    to inform and direct the qualitative data collection and to guide the subsequent analytical process. We plan to develop a theoretical framework since we have not been able to find an existing framework that is fitting for our purpose, which is probable due to the fact that literacy research and gaming......In this paper, we propose to present a theoretical framework for understanding and describing literacy practices in classrooms that have adopted a game-based pedagogy. This framework, which is currently under development, is part of the qualitative strand of the research project Game-Based Learning......-based learning as relating to the process of designing games, exploring game worlds, and reflecting on game activities in an educational context. The purpose of the qualitative strand is to explore how the game-based learning activities influence the literacy practices in the different classrooms. This includes...

  3. Developing a Serious Game for Nurse Education.

    Science.gov (United States)

    Johnsen, Hege Mari; Fossum, Mariann; Vivekananda-Schmidt, Pirashanthie; Fruhling, Ann; Slettebø, Åshild

    2018-01-01

    Future nursing education is challenged to develop innovative and effective programs that align with current changes in health care and to educate nurses with a high level of clinical reasoning skills, evidence-based knowledge, and professional autonomy. Serious games (SGs) are computer-based simulations that combine knowledge and skills development with video game-playing aspects to enable active, experiential, situated, and problem-based learning. In a PhD project, a video-based SG was developed to teach nursing students nursing care for patients with chronic obstructive pulmonary disease in home health care and hospital settings. The current article summarizes the process of the SG development and evaluation. [Journal of Gerontological Nursing, 44(1), 15-19.]. Copyright 2018, SLACK Incorporated.

  4. Science Teacher Efficacy and Extrinsic Factors toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning

    Science.gov (United States)

    Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu

    2013-01-01

    Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based…

  5. Using Android-Based Educational Game for Learning Colloid Material

    Science.gov (United States)

    Sari, S.; Anjani, R.; Farida, I.; Ramdhani, M. A.

    2017-09-01

    This research is based on the importance of the development of student’s chemical literacy on Colloid material using Android-based educational game media. Educational game products are developed through research and development design. In the analysis phase, material analysis is performed to generate concept maps, determine chemical literacy indicators, game strategies and set game paths. In the design phase, product packaging is carried out, then validation and feasibility test are performed. Research produces educational game based on Android that has the characteristics that is: Colloid material presented in 12 levels of game in the form of questions and challenges, presents visualization of discourse, images and animation contextually to develop the process of thinking and attitude. Based on the analysis of validation and trial results, the product is considered feasible to use.

  6. Involving lay People in Research and Professional Development Through Gaming

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2017-01-01

    a systematic mapping review methodology, the focus was to map and examine research in these types of games or game environments, and to identify potentials and gaps in the field to inform future research. 89 studies were identified through iterative searching and identification processes applying keywords......Due to the increasing significance of games where lay people are involved in generating knowledge for research or development, the current paper presents a mapping review of status and trends in research of games designed for citizen science, crowdsourcing or community driven research. Using...... including crowd sourcing, community based, community driven, citizen science and game or gaming. Of the 89 studies, 32 were identified as eligible for inclusion. The selection criteria included studies that involved digital game formats, lay people without professional knowledge of the processes in which...

  7. Generating Explanations for Internet-based Business Games

    Directory of Open Access Journals (Sweden)

    Martin Fischer

    2007-06-01

    Full Text Available It is widely established debriefing in business games is important and influences the students' learning performance. Most games only support game statistics instead of explaining solution paths. We suggest the automatic generation of explanations for internet-mediated business games to improve the debriefing quality. As a proof of concept we developed a prototype of an internet-based auction game embedding an open simulation model and an automatic explanation component helping students and teachers to analyse the decision making process. This paper describes the usefulness of automated explanations and the underlying generic software architecture.

  8. Integrative gaming: a framework for sustainable game-based diabetes management.

    Science.gov (United States)

    Kahol, Kanav

    2011-03-01

    Obesity and diabetes have reached epidemic proportions in both developing and developed nations. While doctors and caregivers stress the importance of physical exercise in maintaining a healthy lifestyle, many people have difficulty subscribing to a healthy lifestyle. Virtual reality games offer a potentially exciting aid in accelerating and sustaining behavior change. However, care needs to be taken to develop sustainable models of employing games for the management of diabetes and obesity. In this article, we propose an integrative gaming paradigm designed to combine multiple activities involving physical exercises and cognitive skills through a game-based storyline. The persuasive story acts as a motivational binder that enables a user to perform multiple activities such as running, cycling, and problem solving. These activities guide a virtual character through different stages of the game. While performing the activities in the games, users wear sensors that can measure movement (accelerometers, gyrometers, magnetometers) and sense physiological measures (heart rate, pulse oximeter oxygen saturation). These measures drive the game and are stored and analyzed on a cloud computing platform. A prototype integrative gaming system is described and design considerations are discussed. The system is highly configurable and allows researchers to build games for the system with ease and drive the games with different types of activities. The capabilities of the system allow for engaging and motivating the user in the long term. Clinicians can employ the system to collect clinically relevant data in a seamless manner. © 2011 Diabetes Technology Society.

  9. [Educative game on drugs for blind individuals: development and assessment].

    Science.gov (United States)

    Mariano, Monaliza Ribeiro; Rebouças, Cristiana Brasil de Almeida; Pagliuca, Lorita Marlena Freitag

    2013-08-01

    Study aimed to develop and assess an educational game on psychoactive drugs accessible to blind individuals, conducted in three steps: development of the educative game, evaluation by three special education experts, and assessment by twelve blind individuals. As a result, a board game called Drugs: staying clean was developed. In the Alpha version, experts made suggestions regarding the game rules and instructions and the board base, including square texture, game pieces, and Braille writing. In Beta version, we proceeded to the assessment by the blind participants, who suggested changes in the square texture and the addition of Velcro-type material to fix the counters on the board. Then, the Gamma version was played by the last pairs of blind players and was considered by them to be adequate. In the evaluation of the experts, the game was appropriate, as it allowed access to information on psychoactive drugs in a ludic and playful manner.

  10. Making Games Not Work: Paradoxes Embedded in Game-Based Training and Concepts for Overcoming Them

    Science.gov (United States)

    Jones, Phillip N.; Cuper, Taryn

    2010-01-01

    An interest in game-based training solutions is natural. All one has to do is watch someone fully engaged in a modern game to see the potential of harnessing that attention for training. However, the reality of game-based training has not fully satisfied these expectations. This paper explains two paradoxes that must be overcome for games to support training. These paradoxes are a result of the realities of the basic human condition clashing with the requirements of learning theory. 80th paradoxes arise from the concept of "engagement" that is central to games. The first comes from a more robust definition of engagement, which is the condition of Flow or Optimal Experience. Flow is the state game developers want to see in users. One aspect of Flow is loss of sense of self as the individual becomes immersed in the experience. The paradox arises because this loss of self directly contradicts the learning requirement of self-reflection. The second paradox comes from theories of play, which state in part that play requires a level of individual freedom. The contradiction arises when game-based play must be harnessed to an organizational training program or regimen. The paper will discuss these paradoxes in the context of an effort to design a game-based training modality to train combat medics and will close with a review of compensating strategies identified by the designers. The paper will provide information important to anyone interested in conceptualizing and designing game-based training.

  11. Science Teacher Efficacy and Extrinsic Factors Toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning

    Science.gov (United States)

    Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu

    2013-02-01

    Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher's attitudes and efficacy where impacted while designing science-based video games. The study's mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning, Inquiry Teaching and Learning, Synchronous chat/text, and Playing Video Games) related to technology and gaming using a web-based survey). Qualitative data in the form of online blog posts was gathered during the project to assist in the triangulation and assessment of teacher efficacy. Data analyses consisted of an Analysis of Variance and serial coding of teacher reflective responses. Results indicated participants who used computers daily have higher efficacy while using inquiry-based teaching methods and science teaching and learning. Additional emergent findings revealed possible motivating factors for efficacy. This professional development project was focused on inquiry as a pedagogical strategy, standard-based science learning as means to develop content knowledge, and creating video games as technological knowledge. The project was consistent with the Technological Pedagogical Content Knowledge (TPCK) framework where overlapping circles of the three components indicates development of an integrated understanding of the suggested relationships. Findings provide suggestions for development of standards-based science education software, its integration into the curriculum and, strategies for implementing technology into teaching practices.

  12. Current and Future Trends in Game-Based Learning

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2014-05-01

    Full Text Available The first number of the second volume of the EAI Transactions on Serious Games focuses on the results presented on the European Conference on Game-Based Learning. This event, already on the 8th edition, has set standards in terms of presentation of research and practice and in the pointing out of new and future trends in the development of Game-Based Learning. As such, we are quite thrilled to be able to report them here.

  13. Development of the Internet addiction scale based on the Internet Gaming Disorder criteria suggested in DSM-5.

    Science.gov (United States)

    Cho, Hyun; Kwon, Min; Choi, Ji-Hye; Lee, Sang-Kyu; Choi, Jung Seok; Choi, Sam-Wook; Kim, Dai-Jin

    2014-09-01

    This study was conducted to develop and validate a standardized self-diagnostic Internet addiction (IA) scale based on the diagnosis criteria for Internet Gaming Disorder (IGD) in the Diagnostic and Statistical Manual of Mental Disorder, 5th edition (DSM-5). Items based on the IGD diagnosis criteria were developed using items of the previous Internet addiction scales. Data were collected from a community sample. The data were divided into two sets, and confirmatory factor analysis (CFA) was performed repeatedly. The model was modified after discussion with professionals based on the first CFA results, after which the second CFA was performed. The internal consistency reliability was generally good. The items that showed significantly low correlation values based on the item-total correlation of each factor were excluded. After the first CFA was performed, some factors and items were excluded. Seven factors and 26 items were prepared for the final model. The second CFA results showed good general factor loading, Squared Multiple Correlation (SMC) and model fit. The model fit of the final model was good, but some factors were very highly correlated. It is recommended that some of the factors be refined through further studies. Copyright © 2014. Published by Elsevier Ltd.

  14. (Serious) Games Development: The State of the Art

    OpenAIRE

    Qi, Wen

    2014-01-01

    In this report, we give an overview of research and development of serious video games. Firstly, we briefly look at the history of (digital) video game. We discuss different types of video game and introduce the concept of serious game. In the following, we review the important aspects of technology development for general video games and serious games. We further discuss the critical elements of the game design. In the end, we summarize the components that form a successful serious game. Thi...

  15. Mad City Mystery: Developing Scientific Argumentation Skills with a Place-Based Augmented Reality Game on Handheld Computers

    Science.gov (United States)

    Squire, Kurt D.; Jan, Mingfong

    2007-01-01

    While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to "think like scientists." Location-based augmented reality games offer an…

  16. The Impact of Educational Games-Based iPad Applications on the Development of Social Studies Achievement and Learning Retention among Sixth Grade Students in Jeddah

    Science.gov (United States)

    Najmuldeen, Hanan A.

    2017-01-01

    The present study aims to evaluate the impact of educational games-based iPad applications on the development of social studies achievement and learning retention. Sample consisted of (48) sixth grade primary students in Jeddah. The author adopted Quasi-experimental design of the experimental and control groups. She also provided the teacher a…

  17. Foundations of Game-Based Learning

    Science.gov (United States)

    Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K.

    2015-01-01

    In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…

  18. A New Methodology of Design and Development of Serious Games

    Directory of Open Access Journals (Sweden)

    André F. S. Barbosa

    2014-01-01

    Full Text Available The development of a serious game requires perfect knowledge of the learning domain to obtain the desired results. But it is also true that this may not be enough to develop a successful serious game. First of all, the player has to feel that he is playing a game where the learning is only a consequence of the playing actions. Otherwise, the game is viewed as boring and not as a fun activity and engaging. For example, the player can catch some items in the scenario and then separate them according to its type (i.e., recycle them. Thus, the main action for player is catching the items in the scenario where the recycle action is a second action, which is viewed as a consequence of the first action. Sometimes, the game design relies on a detailed approach based on the ideas of the developers because some educational content are difficult to integrate in the games, while maintaining the fun factor in the first place. In this paper we propose a new methodology of design and development of serious games that facilitates the integration of educational contents in the games. Furthermore, we present a serious game, called “Clean World”, created using this new methodology.

  19. Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review

    Science.gov (United States)

    Abdul Jabbar, Azita Iliya; Felicia, Patrick

    2015-01-01

    In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general…

  20. Customer Involvement in the Game Development Process

    Directory of Open Access Journals (Sweden)

    Kaja Prystupa-Rządca

    2015-01-01

    Full Text Available The creative industry is a fast developing sector of economy in many countries. Growing competition in this area has led many companies to implement strategy of users' involvement in product development in order to deliver products that are more aligned with customers’ needs. On the other hand, the attempt to align the customers’ expectations with artistic creativity may create tensions. Therefore, the aim of the research is to examine the methods of users’ involvement in product development and real impact of the users on project design. The obtained findings are based on two-year qualitative research project conducted in game development companies.

  1. Architecturally Reconfigurable Development of Mobile Games

    DEFF Research Database (Denmark)

    Zhang, Weishan

    2005-01-01

    Mobile game development must face the problem of multiple hardware and software platforms, which will bring large number of variants. To cut the development and maintenance efforts, in this paper, we present an architecturally reconfigurable software product line approach to develop mobile games....... Mobile game domain variants could be handled uniformly and traced across all kinds of software assets. The architecture and configuration mechanism in our approach make optimizations that built into meta-components propagated to all product line members. We show this approach with an industrial Role-Playing-Game...

  2. Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government-Industry Collaboration for the Development of Game-Based Training Tools

    Science.gov (United States)

    2016-04-01

    effectively trained with game- based techniques are strategic skills and soft skills . Those skills are commonly part of successful entertainment games, and an...public. <Source: Industry> GARNERING GOVERNMENT INTEREST Despite a range of potential benefits (lightweight training , soft skill evaluation...method employed (game-based or otherwise), training organizations will need to improve their understanding of the targeted soft skills . For example, game

  3. An Application of a Game Development Framework in Higher Education

    Directory of Open Access Journals (Sweden)

    Alf Inge Wang

    2009-01-01

    Full Text Available This paper describes how a game development framework was used as a learning aid in a software engineering. Games can be used within higher education in various ways to promote student participation, enable variation in how lectures are taught, and improve student interest. In this paper, we describe a case study at the Norwegian University of Science and Technology (NTNU where a game development framework was applied to make students learn software architecture by developing a computer game. We provide a model for how game development frameworks can be integrated with a software engineering or computer science course. We describe important requirements to consider when choosing a game development framework for a course and an evaluation of four frameworks based on these requirements. Further, we describe some extensions we made to the existing game development framework to let the students focus more on software architectural issues than the technical implementation issues. Finally, we describe a case study of how a game development framework was integrated in a software architecture course and the experiences from doing so.

  4. Understanding the Role of Achievements in Game-Based Learning

    Directory of Open Access Journals (Sweden)

    Lucas Blair

    2016-12-01

    Full Text Available The objective of the current research was to examine whether one potentially effective gaming strategy—achievements—has a positive impact on learning in a game-based environment. An achievement in a video game is a reward or recognition earned by players for an in-game accomplishment. This paper describes a series of studies to evaluate the effects of achievement types on learning in a game designed to teach about health resources. The Game “Phone Dash” was used as the testbed for the following studies. The following questionnaires were utilized in this study: Video Game Self-Efficacy Scale (VGSES questionnaire, Relevance and Usefulness questionnaire, Game Engagement Questionnaire (GEQ, and the Intrinsic Motivation Inventory (IMI. Four studies were conducted. Results indicated that while in unison, the achievements were not as potent in motivating performance, certainly when combined they produced measurable changes in behavior. The four studies described in this paper provide important information regarding the optimal design of achievements in game-based health education. Developers of future game-based learning can use this information to enhance the potential effectiveness of their products. 

  5. [New Developments in Video Games for Psychotherapy].

    Science.gov (United States)

    Brezinka, Veronika

    2016-01-01

    A literature survey on new developments in the area of video games and psychotherapy of children and adolescents was conducted. Despite the omnipresence of computers and the internet, development of therapeutic games seems rather slow. The video game Treasure Hunt was introduced in 2008 to support treatment of children with internalizing and externalizing disorders. Camp Cope-A-Lot was developed for treatment of anxious children, whereas the self-help game SPARX is directed at depressed adolescents. Rage-Control is a biofeedback game for children with anger problems. The game Zoo U aims to assess and train social skills of primary school children. Ricky and the Spider for young children with obsessive compulsive disorder is meant to support the cognitive-behavioural treatment of these patients. Clash- Back is a French game for adolescents with externalizing problems. Possible reasons for the relatively slow development of therapeutic games are the high methodological demands concerning an evaluation as well as the high costs of game development. Nonetheless, computers and the internet are bound to influence psychotherapy with children and adolescents in the long run.

  6. Development of PATH Gaming Methodology

    Science.gov (United States)

    1988-06-30

    In open games, on the other hand , the teams are allowed to interact directly (either verbally or in writing) without the control team restricting the...real world this loss is not serious. A path game can consist of as few as one team to as many as four. A color coding scheme is used as a short hand ... Strenghts ---------------------------------- 74 6.4 Weaknesses --------------------------------- 76 7 Extended Path Games ----------------------------- 78

  7. Game Design and Development as Mathematical Activities

    DEFF Research Database (Denmark)

    Jensen, Erik Ottar; Hanghøj, Thorkild; Misfeldt, Morten

    2016-01-01

    education which have mostly been tied to students making learning games involving specific mathematical content. Game design activities are reported to have a motivational pull for students. A challenge seems to be that the students are mostly motivated by the game design or the programming activities...... between user and goal through the computational artifacts being used. The framework serves as a lens for making sense of computer game design as a context for learning mathematics.......In this paper a framework for describing some of the mathematical activities inherent in computer game design is proposed in order to develop a framework for use in a recently conducted pilot study. The paper presents an introduction of previous work on the subject of game design and mathematics...

  8. Game-Based Approaches, Pedagogical Principles and Tactical Constraints: Examining Games Modification

    Science.gov (United States)

    Serra-Olivares, Jaime; García-López, Luis M.; Calderón, Antonio

    2016-01-01

    The purpose of this study was to analyze the effect of modification strategies based on the pedagogical principles of the Teaching Games for Understanding approach on tactical constraints of four 3v3 soccer small-sided games. The Game performance of 21 U-10 players was analyzed in a game similar to the adult game; one based on keeping-the-ball;…

  9. An Evaluation of the Added Value of Co-Design in the Development of an Educational Game for Road Safety

    Science.gov (United States)

    All, Anissa; Van Looy, Jan; Castellar, Elena Patricia Nuñez

    2013-01-01

    This study explores the added value of co-design in addition to other innovation research methods in the process of developing a serious game design document for a road safety game. The sessions aimed at exploring 4 aspects of a location-based game experience: themes, game mechanics, mobile phone applications and locations for mini-games. In…

  10. Understanding Game-Based Learning Cultures: Introduction to Special Issue

    Science.gov (United States)

    Engerman, Jason A.; Carr-Chellman, Alison

    2017-01-01

    This special issue expands our understanding of teaching and learning through video game play, with specific attention to culture. The issue gives insight into the ways educators, researchers, and developers should be discussing and designing for impactful learner-centered game-based learning experiences. The issue features forward-thinking…

  11. Designing for Game-Based Learning: The Effective Integration of Technology to Support Learning

    Science.gov (United States)

    Alaswad, Zina; Nadolny, Larysa

    2015-01-01

    The use of games and game structures in educational contexts is growing in popularity. An increasing number of technologies have been developed to meet the needs of designing a course as a game. This article discussed the design process in game-based learning and reviewed the research on structuring a course with a focus on feedback, goals, and…

  12. Cooperative Game Study of Airlines Based on Flight Frequency Optimization

    Directory of Open Access Journals (Sweden)

    Wanming Liu

    2014-01-01

    Full Text Available By applying the game theory, the relationship between airline ticket price and optimal flight frequency is analyzed. The paper establishes the payoff matrix of the flight frequency in noncooperation scenario and flight frequency optimization model in cooperation scenario. The airline alliance profit distribution is converted into profit distribution game based on the cooperation game theory. The profit distribution game is proved to be convex, and there exists an optimal distribution strategy. The results show that joining the airline alliance can increase airline whole profit, the change of negotiated prices and cost is beneficial to profit distribution of large airlines, and the distribution result is in accordance with aviation development.

  13. Beginning iPhone Games Development

    CERN Document Server

    Cabera, P; Marsh, Ian; Smith, Ben; Wing, Eric

    2010-01-01

    iPhone games are hot! Just look at the numbers. Games make up over 25 percent of total apps and over 70 percent of the most popular apps. Surprised? Of course not! Most of us have filled our iPhone or iPod touch with games, and many of us hope to develop the next best-selling, most talked-about game. You've probably already read and mastered Beginning iPhone 3 Development; Exploring the iPhone SDK, the best-selling, the second edition of Apress's highly acclaimed introduction to the iPhone and iPod touch by developers Dave Mark and Jeff LaMarche. This book is the game-specific equivalent, prov

  14. Psychological preconditions of game activity development in the early childhood

    OpenAIRE

    Valeriya Spitsyna; Ekaterina Saraykina

    2013-01-01

    The article is devoted for detection the psychological preconditions of game activity development at early age and interrelation of game formation with the development of subject actions, informative activity and procedural game.

  15. Video games and mobile learning: A Spanish developers approach

    OpenAIRE

    Fernández Gómez, Carlos; Martí Parreño, José

    2016-01-01

    This research presents a work in progress aiming to map Spanish video games developers’ production in the area of mobile educational video games. A sample of 30 Spanish video games developers was analyzed in order to explore the weight that educational video games for mobile devices represents in their product portfolio. Primary findings suggest that Spanish video games developers’ production of educational video games for mobile devices is very scarce. While 23,3% of the analyzed video games...

  16. Learn GameSalad for iOS game development for iPhone, iPad, and HTML5

    CERN Document Server

    Guerineau, David

    2012-01-01

    The first book on GameSalad, an easy-to-use game development tool for iOS. GameSalad has over 160,000 developers and over 18,000 games on the App Store. Learn GameSalad for iOS not only shows how to make games, it also explains how to publish games and even market them.

  17. Tactical decision games - developing scenario-based training for decision-making in distributed teams

    NARCIS (Netherlands)

    Lauche, K.; Crichton, M.; Bayerl, P.S.

    2009-01-01

    Team training should reflect the increasing complexity of decision-making environments. Guidelines for scenario-based training were adopted for a distributed setting and tested in a pilot training session with a distributed team in the offshore oil industry. Participants valued the scenario as

  18. Developing adaptive user interfaces using a game-based simulation environment

    NARCIS (Netherlands)

    Brake, G.M. te; Greef, T.E. de; Lindenberg, J.; Rypkema, J.A.; Smets-Noor, N.J.J.M.

    2006-01-01

    In dynamic settings, user interfaces can provide more optimal support if they adapt to the context of use. Providing adaptive user interfaces to first responders may therefore be fruitful. A cognitive engineering method that incorporates development iterations in both a simulated and a real-world

  19. Developing a computer game to prepare children for surgery.

    Science.gov (United States)

    Rassin, Michal; Gutman, Yaira; Silner, Dina

    2004-12-01

    Computer games are a major part of the culture of children and teenagers in many developed countries. Research shows that children of the computer age prefer computer-assisted learning to any other teaching strategy. Health care workers traditionally have used dolls, games, drawings, creative arts, and even videotapes to prepare children for surgery. No studies have been conducted in Israel on using computers to help ailing children in general or to help children preparing for surgery in particular. This article discusses the potential for using computers to educate patients based on a review of the literature and interviews with children and describes the process of computer game development.

  20. Design for game based learning platforms

    DEFF Research Database (Denmark)

    Sørensen, Birgitte Holm; Meyer, Bente

    2010-01-01

    This paper focuses on the challenges related to the design of game based learning platforms for formal learning contexts that are inspired by the pupil's leisure time related use of web 2.0. The paper is based on the project Serious Games on a Global Market Place (2007-2011) founded by the Danish...... Council for Strategic Research, in which an online game-based platform for English as a foreign language in primary school is studied. The paper presents a model for designing for game based learning platforms. This design is based on cultural and ethnographic based research on children's leisure time use...... of web 2.0 and integrates theories of learning, didactics, games, play, communication, multimodality and different pedagogical approaches. In relation to the introduced model the teacher role is discussed....

  1. Serious games experiment toward agent-based simulation

    Science.gov (United States)

    Wein, Anne; Labiosa, William

    2013-01-01

    We evaluate the potential for serious games to be used as a scientifically based decision-support product that supports the United States Geological Survey’s (USGS) mission--to provide integrated, unbiased scientific information that can make a substantial contribution to societal well-being for a wide variety of complex environmental challenges. Serious or pedagogical games are an engaging way to educate decisionmakers and stakeholders about environmental challenges that are usefully informed by natural and social scientific information and knowledge and can be designed to promote interactive learning and exploration in the face of large uncertainties, divergent values, and complex situations. We developed two serious games that use challenging environmental-planning issues to demonstrate and investigate the potential contributions of serious games to inform regional-planning decisions. Delta Skelta is a game emulating long-term integrated environmental planning in the Sacramento-San Joaquin Delta, California, that incorporates natural hazards (flooding and earthquakes) and consequences for California water supplies amidst conflicting water interests. Age of Ecology is a game that simulates interactions between economic and ecologic processes, as well as natural hazards while implementing agent-based modeling. The content of these games spans the USGS science mission areas related to water, ecosystems, natural hazards, land use, and climate change. We describe the games, reflect on design and informational aspects, and comment on their potential usefulness. During the process of developing these games, we identified various design trade-offs involving factual information, strategic thinking, game-winning criteria, elements of fun, number and type of players, time horizon, and uncertainty. We evaluate the two games in terms of accomplishments and limitations. Overall, we demonstrated the potential for these games to usefully represent scientific information

  2. Developing Professional “Game Teacher” Repertoires

    DEFF Research Database (Denmark)

    Lieberoth, Andreas; Hanghøj, Thorkild

    2017-01-01

    of building actionable skill sets. Following Schön (1986) we use these data to frame students’ transition from gamers or game curious teachers to developing professional repertoires.Interviews and statistical comparison to other students indicate that while student’s existing preferences for the “heavier......” game motifs arousal and fantasy (Sherry et al 2006) significantly predicted their attitudes to learning though games, active experiences from the course came to determine their fledgling professional repertoires as measured though their own projections of what they will use games...... for in their professional careers. We expand and explain these findings using embedded mixed methods analysis, and conclude that games are a good practical case for training various teaching competences, but that building flexible professional repertoires requires more varied experiences than a single course can muster....

  3. Work for Play: Careers in Video Game Development

    Science.gov (United States)

    Liming, Drew; Vilorio, Dennis

    2011-01-01

    Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…

  4. Mobile Game Development for Multiple Devices in Education

    Directory of Open Access Journals (Sweden)

    Baltasar Fernández-Manjón

    2009-10-01

    Full Text Available Mobile learning and educational gaming are two trends that are rapidly having an increasing impact in Technology-Enhanced Learning. However, both approaches present significant technological challenges. Mobile technologies are very diverse and the market pressure pushes the continuous development of new technologies and features. On the other hand, game-based learning needs to deal with enormous development costs and the problem of allowing instructors and experts to actively participate in the game development process. Moreover, there are numerous situations where bringing both approaches together could be very useful, but this combination magnifies the technological barriers previously described. In this work we present , an authoring environment for educational adventure games that supports the production of both desktop and mobile games. This framework provides a graphical environment that allows instructors to create their own educational games with a low cost. Then, the games can be exported to multiple formats, including support for diverse types of mobile platforms. This is achieved through a modular semi-automated exportation process, which is based on mobile device profiles.

  5. Serious Gaming in Medical Education: A Proposed Structured Framework for Game Development.

    Science.gov (United States)

    Olszewski, Aleksandra E; Wolbrink, Traci A

    2017-08-01

    Serious games are increasingly being used for medical education. However, the design and development of serious games for the education of health professionals is highly variable, and very few articles report the development process used for game development. There are many established processes for software development that can improve and streamline development, and incorporating the best practices from educational pedagogy and software development may enhance teamwork and communication, decrease development costs, and improve the quality of serious games. In this article, we review and summarize the literature for serious game development for medical education, and combining the best practices, we propose a structured three-phase iterative development framework for serious game development.

  6. Introducing Game Development into the University Curriculum

    Directory of Open Access Journals (Sweden)

    Peter Peer*

    2012-12-01

    Full Text Available Integrating computer games development into computer science curriculum is gaining acceptance. However, the question is how this should be done. In our course on computer game development we present all necessary steps that a game project has to address, from design to publication and marketing, from the theoretical to the practical point of view. The goal is that each student makes a casual game for Apple iOS platform and possibly publishes it. The games are built on our xni framework for iOS, which is a subset of Microsoft’s xna. We take an iterative incremental approach to teaching game development, where we discuss a number of selected topics from various categories, such as gameplay design, graphics and artificial intelligence, each week. Thereafter the students receive mandatory and non-mandatory assignments that force them to add functionality to their game and, thus, steadily progress towards their goal. At the end of the course more than 20 % of all projects were ready for the Apple App Store, which, together with student pools saying that the course was one of the best executed courses they attended, confirms the viability of the suggested scheme.

  7. Enriching location-based games with navigational game activities

    DEFF Research Database (Denmark)

    Nadarajah, Stephanie Githa; Overgaard, Benjamin Nicholas; Pedersen, Peder Walz

    2016-01-01

    Mobile location-based games are experiences that entertain its players by requiring interactions mainly at points of interest (POIs). Navigation between POIs often involve the use of either a physical or digital map, not taking advantage of the opportunity available to engage users in activities...

  8. Computer-Game-Based Tutoring of Mathematics

    Science.gov (United States)

    Ke, Fengfeng

    2013-01-01

    This in-situ, descriptive case study examined the potential of implementing computer mathematics games as an anchor for tutoring of mathematics. Data were collected from middle school students at a rural pueblo school and an urban Hispanic-serving school, through in-field observation, content analysis of game-based tutoring-learning interactions,…

  9. An Online Game Approach for Improving Students' Learning Performance in Web-Based Problem-Solving Activities

    Science.gov (United States)

    Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang

    2012-01-01

    In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the…

  10. Game-based Research Collaboration adapted to Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Damgaard Hansen, Sidse; Grønbæk, Kaj

    2012-01-01

    -year, inter-disciplinary project “Pilot Center for Community-driven Research” at Aarhus and Aalborg University in Denmark. The paper discusses how scientific discovery games can contribute to educating students in how to work with unsolved scientific problems and creation of new scientific knowledge. Based...... on a discussion of the concrete development of the Quantum Computing Game, the aim of this paper is to open a broader discussion of the potentials and implications of developing this class of games for new types of innovative science education....

  11. Computer-Based Simulation Games in Public Administration Education

    Directory of Open Access Journals (Sweden)

    Kutergina Evgeniia

    2017-12-01

    Full Text Available Computer simulation, an active learning technique, is now one of the advanced pedagogical technologies. Th e use of simulation games in the educational process allows students to gain a firsthand understanding of the processes of real life. Public- administration, public-policy and political-science courses increasingly adopt simulation games in universities worldwide. Besides person-to-person simulation games, there are computer-based simulations in public-administration education. Currently in Russia the use of computer-based simulation games in Master of Public Administration (MPA curricula is quite limited. Th is paper focuses on computer- based simulation games for students of MPA programmes. Our aim was to analyze outcomes of implementing such games in MPA curricula. We have done so by (1 developing three computer-based simulation games about allocating public finances, (2 testing the games in the learning process, and (3 conducting a posttest examination to evaluate the effect of simulation games on students’ knowledge of municipal finances. Th is study was conducted in the National Research University Higher School of Economics (HSE and in the Russian Presidential Academy of National Economy and Public Administration (RANEPA during the period of September to December 2015, in Saint Petersburg, Russia. Two groups of students were randomly selected in each university and then randomly allocated either to the experimental or the control group. In control groups (n=12 in HSE, n=13 in RANEPA students had traditional lectures. In experimental groups (n=12 in HSE, n=13 in RANEPA students played three simulation games apart from traditional lectures. Th is exploratory research shows that the use of computer-based simulation games in MPA curricula can improve students’ outcomes by 38 %. In general, the experimental groups had better performances on the post-test examination (Figure 2. Students in the HSE experimental group had 27.5 % better

  12. Development, Validation and Summative Evaluation of Card Pairing Games for Selected Math 8 Topics

    Directory of Open Access Journals (Sweden)

    Ronald O. Ocampo

    2015-12-01

    Full Text Available Traditional classroom situation where students are taught predominantly of lecture-discussion method put the classroom in a mathophobic atmosphere. Oftentimes, students exposed to this classroom atmosphere lead to math anxiety and eventually hate the subject and the teacher. Addressing this, varied interactive strategies to create an atmosphere of discourse has been developed and promoted. The use of instructional games has been viewed as one strategy that promotes active learning inside the classroom. Instructional games support constructivist learning and social learning. This study is aimed at developing, validating and evaluating card pairing games for specific topics in Math 8. The Research and Development model ( R& D was used. The card pairing games was validated by subject experts and experts in developing games. In evaluating the card pairing games, the Quasi-Experimental Pretest-Posttest design was used. There are six card pairing games developed for specific topics in Math 8; the card pairing game is highly valid based on the result of the validation; Students exposed to card pairing game become more intact (homogeneous; Students exposed to card games enhance academic performance. It is recommended to test the effectiveness of card pairing games to other group of students; Encourage math teachers to use the developed math card pairing games for classroom instruction; Develop other card pairing game for specific topics in math.

  13. Development and User Satisfaction of "Plan-It Commander," a Serious Game for Children with ADHD.

    Science.gov (United States)

    Bul, Kim C M; Franken, Ingmar H A; Van der Oord, Saskia; Kato, Pamela M; Danckaerts, Marina; Vreeke, Leonie J; Willems, Annik; van Oers, Helga J J; van den Heuvel, Ria; van Slagmaat, Rens; Maras, Athanasios

    2015-12-01

    The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, gamified training programs currently available for ADHD have been limited in their ability to demonstrate in-game behavior skills that generalize to daily life situations. Therefore, we developed a new serious game (called "Plan-It Commander") that was specifically designed to promote behavioral learning and promotes strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills that are known to be problematic for children with ADHD. An interdisciplinary team contributed to the development of the game. The game's content and approach are based on psychological principles from the Self-Regulation Model, Social Cognitive Theory, and Learning Theory. In this article, game development and the scientific background of the behavioral approach are described, as well as results of a survey (n = 42) to gather user feedback on the first prototype of the game. The findings suggest that participants were satisfied with this game and provided the basis for further development and research to the game. Implications for developing serious games and applying user feedback in game development are discussed.

  14. Selection and use of open source game engine for development of game

    OpenAIRE

    Pintar, Aljaž

    2011-01-01

    When we start to develop a computer game we can benefit a lot if we start the development with an existing game engine. A game engine spares us the development of most basic functionalities that need to be present in every game to function. In this thesis we evaluated different 3D open source game engines with the goal of choosing the most appropriate engine for developing a 3D computer version of the desktop game Checkers. We limited to comparison to have commonly used engines and devised a ...

  15. Development of Active Learning with Simulations and Games

    Science.gov (United States)

    Zapalska, Alina; Brozik, Dallas; Rudd, Denis

    2012-01-01

    Educational games and simulations are excellent active learning tools that offer students hands-on experience. Little research is available on developing games and simulations and how teachers can be assisted in making their own games and simulations. In this context, the paper presents a multi-step process of how to develop games and simulations…

  16. Strategy2D: Turn-based Strategy Video Game Engine for Mobile Devices

    OpenAIRE

    Calvo Villazón, Javier

    2014-01-01

    Multi-platform video game engine for the development of turn-based strategy games for mobile devices. Developed in C++ within the Cocos2d-x framework, It provides a scalable and configurable tool for the creation of this type of games.

  17. Understanding Computational Thinking before Programming: Developing Guidelines for the Design of Games to Learn Introductory Programming through Game-Play

    Science.gov (United States)

    Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; MacKinnon, Lachlan

    2011-01-01

    This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for,…

  18. Educational Games in Practice: The Challenges Involved in Conducting a Game-Based Curriculum

    Science.gov (United States)

    Marklund, Björn Berg; Taylor, Anna-Sofia Alklind

    2016-01-01

    The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, research on digital game-based learning has focused heavily on the coupling between game designs,…

  19. Context based games for mobile learning

    NARCIS (Netherlands)

    Ternier, Stefaan; De Jong, Tim; Kelle, Sebastian

    2009-01-01

    Ternier, S., De Jong, T., & Kelle, S. (2009). Context based games for mobile learning. Presentation given at Symposium Mobile Learning in Context. September, 11, 2009, Heerlen, The Netherlands: Open University of the Netherlands.

  20. Cultivating Critical Game Makers in Digital Game-Based Learning: Learning from the Arts

    Science.gov (United States)

    Denham, André R.; Guyotte, Kelly W.

    2018-01-01

    Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are…

  1. Conventional Training Versus Game-Based Training

    National Research Council Canada - National Science Library

    Mautone, Tricia; Spiker, Alan; karp, Ron

    2006-01-01

    .... This report describes how we began developing and evaluating such a tool. We created a taxonomy of serious game elements and integrated it with a taxonomy of cognitive functions derived from a task analysis of a flight...

  2. Designing wheelchair-based movement games

    OpenAIRE

    Gerling, Kathrin; Mandryk, Regan; Miller, Matthew; Kalyn, Mike; Birk, Max; Smeddinck, Jan

    2015-01-01

    People using wheelchairs have access to fewer sports and other physically stimulating leisure activities than nondisabled persons, and often lead sedentary lifestyles that negatively influence their health. While motion- based video games have demonstrated great potential of encouraging physical activity among nondisabled players, the accessibility of motion-based games is limited for persons with mobility disabilities, thus also limiting access to the potential health benefits of playing the...

  3. Education Game of Multiplying Based on Horizontal Method of HTML 5 and Android

    Directory of Open Access Journals (Sweden)

    Michael Yoseph Ricky

    2015-09-01

    Full Text Available Over the years, technology is growing rapidly followed by the development of game and its variations. Now, game is easily found on a mobile device. Moreover, game on mobile device can also be used as an excellent medium for learning or often referred as educational game because the nature of educational game is practical, easy to carry anywhere, and tends to be fun. This research was to create a mobile game application for learning with Horizontal method based on HTML 5 and Phonegap and to introduce the method as a method of mathematical multiplication process. This research used the Scrum method for program development. The results obtained showed that the game in this study is considered attractive and received a positive response from the player. Player also found it helpful to know the patterns of mathematics through the multiplication ofnumbers in this game. So through this game the player can perform mathematical multiplication calculations quickly.

  4. Serious Games for Learning: Games-Based Child Sexual Abuse Prevention in Schools

    Science.gov (United States)

    Scholes, Laura; Jones, Christian; Stieler-Hunt, Colleen; Rolfe, Ben

    2014-01-01

    In spite of research demonstrating conceptual weakness in many child sexual abuse (CSA) prevention programmes and outdated modes of delivery, students continue to participate in a diversity of initiatives. Referring to the development of a games-based approach to CSA prevention in Australia, this paper examines empirically based attributes of…

  5. Developing Competencies by Playing Digital Sports-Games

    Science.gov (United States)

    Kretschmann, Rolf

    2010-01-01

    The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…

  6. Development of a wearable haptic game interface

    Directory of Open Access Journals (Sweden)

    J. Foottit

    2016-04-01

    Full Text Available This paper outlines the ongoing development of a wearable haptic game interface, in this case for controlling a flight simulator. The device differs from many traditional haptic feedback implementations in that it combines vibrotactile feedback with gesture based input, thus becoming a two-way conduit between the user and the virtual environment. The device is intended to challenge what is considered an “interface” and sets out to purposefully blur the boundary between man and machine. This allows for a more immersive experience, and a user evaluation shows that the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand.

  7. (Serious) Games Development: The State of the Art

    NARCIS (Netherlands)

    Qi, Wen

    2014-01-01

    In this report, we give an overview of research and development of serious video games. Firstly, we briefly look at the history of (digital) video game. We discuss different types of video game and introduce the concept of serious game. In the following, we review the important aspects of

  8. Using Game Development to Engage Students in Science and Technology

    Science.gov (United States)

    Wiacek, John

    2011-01-01

    Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.

  9. Study on GIS-based sport-games information system

    Science.gov (United States)

    Peng, Hongzhi; Yang, Lingbin; Deng, Meirong; Han, Yongshun

    2008-10-01

    With the development of internet and such info-technologies as, Information Superhighway, Computer Technology, Remote Sensing(RS), Global Positioning System(GPS), Digital Communication and National Information Network(NIN),etc. Geographic Information System (GIS) becomes more and more popular in fields of science and industries. It is not only feasible but also necessary to apply GIS to large-scale sport games. This paper firstly discussed GIS technology and its application, then elaborated on the frame and content of Sport-Games Geography Information System(SG-GIS) with the function of gathering, storing, processing, sharing, exchanging and utilizing all kind of spatial-temporal information about sport games, and lastly designed and developed a public service GIS for the 6th Asian Winter Games in Changchun, China(CAWGIS). The application of CAWGIS showed that the established SG-GIS was feasible and GIS-based sport games information system was able to effectively process a large amount of sport-games information and provide the real-time sport games service for governors, athletes and the public.

  10. Factors Driving and Influencing the Development of Serious Games

    DEFF Research Database (Denmark)

    Nielsen, Louise Møller; Hansen, Poul Henrik Kyvsgaard

    2016-01-01

    with a portfolio of up to ten serious games. Besides from uncovering some of the basic motivations to design and develop serious games, the paper will explore, how the game developers’ interaction with the costumer and their different business strategies, influences the way the game is developed.......There are a large variety of serious games aimed at providing knowledge for both teams and organizations. Some games aims at supporting the team in a given project or development process, whereas others aim at widening the knowledge, skills and competences in an organization on a more general level....... In the serious game literature attention is either given to the design and development of serious games or to the development of the serious games’ business models. In this study, we explore the interaction and linking between the development of the serious game and the development of the game’s business model...

  11. Pro Unity game development with C#

    CERN Document Server

    Thorn, Alan

    2014-01-01

    The only professional-level book on Unity development with C# Covers in-depth aspects of C# development using Unity Readers will create a full-featured first person shooter and gain the knowledge to build their own professional-quality games.

  12. Gender-Inclusive Game-Based Learning in Secondary Education

    Science.gov (United States)

    Admiraal, Wilfried; Huizenga, Jantina; Heemskerk, Irma; Kuiper, Els; Volman, Monique; ten Dam, Geert

    2014-01-01

    Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a quasi-experimental study with a secret-trail game,…

  13. “Zeldenrust”: A mathematical game-based learning environment for prevocational students

    NARCIS (Netherlands)

    Vandercruysse, Sylke; ter Vrugte, Judith; de Jong, Ton; Wouters, P.J.M.; van Oostendorp, H.; Verschaffel, Lieven; van Dooren, Wim; Elen, Jan

    2015-01-01

    In this contribution, we present a game-based learning environment for 12–16-year-old vocational students in which they can practice proportional reasoning problems. The learning content and goals, as well as the specific game features are discussed. We can conclude that developing a serious game

  14. “Zeldenrust”: A Mathematical Game-Based Learning Environment for Prevocational Students

    NARCIS (Netherlands)

    Vandercruysse, Sylke; ter Vrugte, Judith; de Jong, Anthonius J.M.; Wouters, Pieter; van Oostendorp, Herre; Verschaffel, Lieven; van Dooren, Wim; Elen, Jan; Torbeyns, Joke; Lehtinen, Erno; Elen, Jan

    2015-01-01

    In this contribution, we present a game-based learning environment for 12–16-year-old vocational students in which they can practice proportional reasoning problems. The learning content and goals, as well as the specific game features are discussed. We can conclude that developing a serious game

  15. A Computer-Based Game That Promotes Mathematics Learning More than a Conventional Approach

    Science.gov (United States)

    McLaren, Bruce M.; Adams, Deanne M.; Mayer, Richard E.; Forlizzi, Jodi

    2017-01-01

    Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The…

  16. Web-based mini-games for language learning that support spoken interaction

    CSIR Research Space (South Africa)

    Strik, H

    2015-09-01

    Full Text Available proficiency in Dutch, French, and English through web-based mini-games. These mini-games were tested in four countries: The Netherlands (Dutch), Belgium (French), United Kingdom and South-Africa (English). Four types of mini-games were developed, and in two...

  17. Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE).

    Science.gov (United States)

    Brown, Katherine; Arnab, Sylvester; Bayley, Julie; Newby, Katie; Joshi, Puja; Judd, Becky; Baxter, Alison; Clarke, Samatha

    2012-01-01

    Experiencing sexual coercion during adolescence can lead to adverse psychological and physical health outcomes for those affected. Eliminating such experiences is important for enhancing adolescent wellbeing, and the provision of good quality relationships and sex education (RSE) is needed. Engaging young people in sensitive subject matters in RSE can be challenging, and using Serious Gaming technology may support young people and educators in this process. This paper describes the use of Intervention mapping (IM) in the development of a serious game on the topic of sexual coercion for use in RSE. IM is a process that draws on stakeholder engagement and the theory and evidence base to support health improvement intervention planning. Serious game developers transformed the game concept 'flat plan' into an interactive gameshow. The game is teacher led and aims to engage students in game play and discussion around the issue of sexual coercion. The final product known as PR:EPARe (Positive Relationships: Eliminating Coercion and Pressure in Adolescent Relationships) is the subject of an ongoing cluster Randomised Controlled Trial (RCT) in local schools. Early data analysis shows improvements in psychological preparedness for dealing with sexual coercion against some change objectives. This work represents the first attempt to use IM in the development of a Serious Game and the use of Serious Gaming for RSE delivery. RCT work is ongoing and PR:EPARe will become part of local RSE delivery in the new school year. Plans for ensuring broader impact of the game are in development.

  18. Innovative Educational Scenarios in Game Based Teaching and Learning

    Directory of Open Access Journals (Sweden)

    Ion Smeureanu

    2017-08-01

    Full Text Available The didactical game can be considered part of an educational scenario in teaching and learning. This article aims to show how fundamental concepts from the economicmathematical modeling area can be visualized, how to organize knowledge in coherent scenarios, presented in an educational game manner, to gain the attention and influence students' spirit of competition. At the same time, benefitting from the 3D visualizations, the graphical interfaces for navigating in multidimensional spaces or projections are defined and thus imagination used for mental models construction is stimulated and human intuition is capitalized in the process of knowledge discovery, assisted by computer with analytic algorithms type. Exploration becomes a game feature and can be pursued both numerically and visually. 3D environments give realism to visualizations that are found in games, facilitating realimaginary relationship throughout the game and enhancing learning motivation. The innovative character of teaching is given by the method in which the teacher creates his own educational scenario by considering specific learning objectives, age particularities of students, time and space-related resources, the technical requirements of the game and the evaluation method. The paper makes several references to such projects, developed by the authors and implemented in working with students. Game based on demonstration (using simulation, modelling or visualization coordinates users to obtain relevant information; the multiple representations of knowledge are so used and compared through a multitude of examples.

  19. Automating Commercial Video Game Development using Computational Intelligence

    OpenAIRE

    Tse G. Tan; Jason Teo; Patricia Anthony

    2011-01-01

    Problem statement: The retail sales of computer and video games have grown enormously during the last few years, not just in United States (US), but also all over the world. This is the reason a lot of game developers and academic researchers have focused on game related technologies, such as graphics, audio, physics and Artificial Intelligence (AI) with the goal of creating newer and more fun games. In recent years, there has been an increasing interest in game AI for pro...

  20. Assessment of nature-based flood defences' implementation potential : development and application of a game theory based method

    NARCIS (Netherlands)

    Janssen, S.K.H.; Hermans, L.M.

    2017-01-01

    Nature-based flood defence (NBFD) by means of vegetated foreshores is an innovative flood protection strategy. In contrasts with traditional hard structures it combines nature and flood protection functions and employs natural dynamics. Introducing such an innovation into actual flood protection

  1. A Solution-Based Intelligent Tutoring System Integrated with an Online Game-Based Formative Assessment: Development and Evaluation

    Science.gov (United States)

    Hooshyar, Danial; Ahmad, Rodina Binti; Yousefi, Moslem; Fathi, Moein; Abdollahi, Abbas; Horng, Shi-Jinn; Lim, Heuiseok

    2016-01-01

    Nowadays, intelligent tutoring systems are considered an effective research tool for learning systems and problem-solving skill improvement. Nonetheless, such individualized systems may cause students to lose learning motivation when interaction and timely guidance are lacking. In order to address this problem, a solution-based intelligent…

  2. Dynamic game balancing implementation using adaptive algorithm in mobile-based Safari Indonesia game

    Science.gov (United States)

    Yuniarti, Anny; Nata Wardanie, Novita; Kuswardayan, Imam

    2018-03-01

    In developing a game there is one method that should be applied to maintain the interest of players, namely dynamic game balancing. Dynamic game balancing is a process to match a player’s playing style with the behaviour, attributes, and game environment. This study applies dynamic game balancing using adaptive algorithm in scrolling shooter game type called Safari Indonesia which developed using Unity. The game of this type is portrayed by a fighter aircraft character trying to defend itself from insistent enemy attacks. This classic game is chosen to implement adaptive algorithms because it has quite complex attributes to be developed using dynamic game balancing. Tests conducted by distributing questionnaires to a number of players indicate that this method managed to reduce frustration and increase the pleasure factor in playing.

  3. Beginning Swift games development for iOS

    CERN Document Server

    Goodwill, James

    2015-01-01

    Game apps are one of the most popular categories in the Apple iTunes App Store. Well, the introduction of the new Swift programming language will make game development even more appealing and easier to existing and future iOS app developers. In response, James Goodwill, Wesley Matlock and Apress introduce you to this book, Beginning Swift Games Development for iOS. In this book, you'll learn the fundamental elements of the new Swift language as applied to game development for iOS. In part 1, you'll start with a basic 2D game idea and build the game throughout the book introducing each Sprit

  4. Beginning Android 3D game development

    CERN Document Server

    Chin, Robert

    2014-01-01

    1. This Apress book aims to be first or unique English language book to market on Android 3D Game Programming (there is however a Chinese lang book.). 1. Given sell like, there may be some potential for retail, trade sales. 2. Otherwise, most revenue should come from the high relevancy of Android in books as a service database engines like Safari where Android meme is nearly at the top. 3. Android has the most user market share worldwide and is second best apps eco although game specific development seems more popular on Android than iOS.

  5. A Web-based computer-tailored game to reduce binge drinking among 16 to 18 year old Dutch adolescents: development and study protocol.

    Science.gov (United States)

    Jander, Astrid; Crutzen, Rik; Mercken, Liesbeth; de Vries, Hein

    2014-10-09

    In The Netherlands, excessive alcohol use (e.g., binge drinking) is prevalent among adolescents. Alcohol use in general and binge drinking in particular comes with various immediate and long term health risks. Thus, reducing binge drinking among this target group is very important. This article describes a two-arm Cluster Randomized Controlled Trial (CRCT) of an intervention aimed at reducing binge drinking in this target group. The intervention is a Web-based, computer-tailored game in which adolescents receive personalized feedback on their drinking behavior aimed at changing motivational determinants related to this behavior. The development of the game is grounded in the I-Change Model. A CRTC is conducted to test the effectiveness of the game. Adolescents are recruited through schools, and schools are randomized into the experimental condition and the control condition. The experimental condition fills in a baseline questionnaire assessing demographic variables, motivational determinants of behavior (attitude, social influences, self-efficacy, intention) and alcohol use. They are also asked to invite their parents to take part in a short parental component that focusses on setting rules and communicating about alcohol. After completing the baseline questionnaire, the experimental condition continues playing the first of three game scenarios. The primary follow-up measurement takes place after four months and a second follow-up after eight months. The control condition only fills in the baseline, four and eight month follow-up measurement and then receives access to the game (i.e., a waiting list control condition). The effectiveness of the intervention to reduce binge drinking in the previous 30 days and alcohol use in the last week will be assessed. Furthermore, intention to drink and binge drink are assessed. Besides main effects, potential subgroup differences pertaining to gender, age, and educational background are explored. The study described in this

  6. Game-Based Learning in Teacher Education: A Strategy to Integrate Digital Games into Secondary Schools

    Science.gov (United States)

    Charlier, Nathalie; De Fraine, Biecke

    2012-01-01

    As educational technology is rapidly changing, greater emphasis has been placed on preparing the next generation of teachers for effective technology integration into the classrooms. In this article, the authors describe the design, implementation, and evaluation of a course on digital game-based learning (DGBL) developed for the preservice…

  7. Amplifying applied game development and uptake

    NARCIS (Netherlands)

    Hollins, Paul; Westera, Wim; Manero, Borja

    2015-01-01

    The established (digital) leisure game industry is historically one dominated by large international hardware vendors (e.g. Sony, Microsoft and Nintendo), major publishers and supported by a complex network of development studios, distributors and retailers. New modes of digital distribution and

  8. High-Level Development of Multiserver Online Games

    Directory of Open Access Journals (Sweden)

    Frank Glinka

    2008-01-01

    Full Text Available Multiplayer online games with support for high user numbers must provide mechanisms to support an increasing amount of players by using additional resources. This paper provides a comprehensive analysis of the practically proven multiserver distribution mechanisms, zoning, instancing, and replication, and the tasks for the game developer implied by them. We propose a novel, high-level development approach which integrates the three distribution mechanisms seamlessly in today's online games. As a possible base for this high-level approach, we describe the real-time framework (RTF middleware system which liberates the developer from low-level tasks and allows him to stay at high level of design abstraction. We explain how RTF supports the implementation of single-server online games and how RTF allows to incorporate the three multiserver distribution mechanisms during the development process. Finally, we describe briefly how RTF provides manageability and maintenance functionality for online games in a grid context with dynamic resource allocation scenarios.

  9. Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game.

    Science.gov (United States)

    Janssen, Anna; Shaw, Tim; Goodyear, Peter

    2015-09-28

    Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future.

  10. A novel clustering algorithm based on quantum games

    International Nuclear Information System (INIS)

    Li Qiang; He Yan; Jiang Jingping

    2009-01-01

    Enormous successes have been made by quantum algorithms during the last decade. In this paper, we combine the quantum game with the problem of data clustering, and then develop a quantum-game-based clustering algorithm, in which data points in a dataset are considered as players who can make decisions and implement quantum strategies in quantum games. After each round of a quantum game, each player's expected payoff is calculated. Later, he uses a link-removing-and-rewiring (LRR) function to change his neighbors and adjust the strength of links connecting to them in order to maximize his payoff. Further, algorithms are discussed and analyzed in two cases of strategies, two payoff matrixes and two LRR functions. Consequently, the simulation results have demonstrated that data points in datasets are clustered reasonably and efficiently, and the clustering algorithms have fast rates of convergence. Moreover, the comparison with other algorithms also provides an indication of the effectiveness of the proposed approach.

  11. Game-Based Approaches’ Pedagogical Principles: Exploring Task Constraints in Youth Soccer

    Directory of Open Access Journals (Sweden)

    Serra-Olivares Jaime

    2015-06-01

    Full Text Available This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements. The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts. Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.

  12. Game-Based Approaches’ Pedagogical Principles: Exploring Task Constraints in Youth Soccer

    Science.gov (United States)

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-01-01

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches. PMID:26240668

  13. Game-Based Approaches' Pedagogical Principles: Exploring Task Constraints in Youth Soccer.

    Science.gov (United States)

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-06-27

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.

  14. Mobile Game Based Learning: Designing a Mobile Location Based Game

    Science.gov (United States)

    Schadenbauer, Sandra

    Today’s students grow up with rapidly changing technology. They spend much of their spare time using computer games, mobile phones and other toys and tools of the digital age. These things are part of their lives. Now it’s time to redesign the educational system and to adjust it to today’s technological opportunities. The current system is out of date. It isn’t able to arouse interest in students. With new technology, schools are able to rebuild their educational system and to spark the student’s interest in learning and further education. Passive and disinterested children will be a thing of the past.

  15. Gaming the System: Developing an Educational Game for Securing Principles of Arterial Blood Gases.

    Science.gov (United States)

    Boyd, Cory Ann; Warren, Jonah; Glendon, Mary Ann

    2016-01-01

    This article describes the development process for creating a digital educational mini game prototype designed to provide practice opportunities for learning fundamental principles of arterial blood gases. Mini games generally take less than an hour to play and focus on specific subject matter. An interdisciplinary team of faculty from two universities mentored student game developers to design a digital educational mini game prototype. Sixteen accelerated bachelor of science in nursing students collaborated with game development students and playtested the game prototype during the last semester of their senior year in nursing school. Playtesting is a form of feedback that supports an iterative design process that is critical to game development. A 10-question survey was coupled with group discussions addressing five broad themes of an archetypical digital educational mini game to yield feedback on game design, play, and content. Four rounds of playtesting and incorporating feedback supported the iterative process. Accelerated bachelor of science in nursing student playtester feedback suggests that the digital educational mini game prototype has potential for offering an engaging, playful game experience that will support securing the fundamental principles of arterial blood gases. Next steps are to test the digital educational mini game for teaching and learning effectiveness. Copyright © 2016 Elsevier Inc. All rights reserved.

  16. Learning iOS 8 game development using Swift

    CERN Document Server

    Shekar, Siddharth

    2015-01-01

    This book is for novices as well as proficient game developers who want to learn more about game development using Swift. If you are from a 2D game development background and would like to learn the basics of 3D game development, this book is for you. Additionally, if you want to learn the basics of graphics programming and shaders, this book will be a good starting point.

  17. Game-based versus traditional case-based learning: comparing effectiveness in stroke continuing medical education.

    Science.gov (United States)

    Telner, Deanna; Bujas-Bobanovic, Maja; Chan, David; Chester, Bob; Marlow, Bernard; Meuser, James; Rothman, Arthur; Harvey, Bart

    2010-09-01

    To evaluate family physicians' enjoyment of and knowledge gained from game-based learning, compared with traditional case-based learning, in a continuing medical education (CME) event on stroke prevention and management. An equivalence trial to determine if game-based learning was as effective as case-based learning in terms of attained knowledge levels. Game questions and small group cases were developed. Participants were randomized to either a game-based or a case-based group and took part in the event. Ontario provincial family medicine conference. Thirty-two family physicians and 3 senior family medicine residents attending the conference. Participation in either a game-based or a case-based CME learning group. Scores on 40-item immediate and 3-month posttests of knowledge and a satisfaction survey. Results from knowledge testing immediately after the event and 3 months later showed no significant difference in scoring between groups. Participants in the game-based group reported higher levels of satisfaction with the learning experience. Games provide a novel way of organizing CME events. They might provide more group interaction and discussion, as well as improve recruitment to CME events. They might also provide a forum for interdisciplinary CME. Using games in future CME events appears to be a promising approach to facilitate participant learning.

  18. Design Heuristics for Authentic Simulation-Based Learning Games

    Science.gov (United States)

    Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas

    2014-01-01

    Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…

  19. Designing Science Learning with Game-Based Approaches

    Science.gov (United States)

    Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina

    2014-01-01

    Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…

  20. [Applying Game-Based Learning in Nursing Education: Empathy Board Game Learning].

    Science.gov (United States)

    Lu, Chueh-Fen; Wu, Shu-Mei; Shu, Ying-Mei; Yeh, Mei-Yu

    2018-02-01

    Attending lectures and reading are two common approaches to acquiring knowledge, while repetitive practice is a common approach to acquiring skills. Nurturing proper attitudes in students is one of the greatest challenges for educators. Health professionals must incorporate empathy into their practice. Creative teaching strategies may offer a feasible approach to enhancing empathy-related competence. The present article focuses on analyzing current, empathy-related curriculums in nursing education in Taiwan, exploring the concepts of empathy and game-based learning, presenting the development of an empathy board game as a teaching aid, and, finally, evaluating the developed education application. Based on the learner-centered principle, this aid was designed with peer learning, allowing learners to influence the learning process, to simulate the various roles of clients, and to develop diverse interpersonal dialogues. The continuous learning loops were formed using the gamification mechanism and transformation, enabling students to connect and practice the three elements of empathy ability: emotion, cognition and expression. Via the game elements of competition, interaction, storytelling, real-time responses, concretizing feedback, integrated peer learning, and equality between teachers and students, students who play patient roles are able to perceive different levels of comfort, which encourages the development of insight into the meaning of empathy. Thereby, the goals of the empathy lesson is achievable within a creative game-based learning environment.

  1. Development and Validation of the Game Perception Scale (GPS)

    Science.gov (United States)

    Vandercruysse, Sylke; Vandewaetere, Mieke; Maertens, Marie; ter Vrugte, Judith; Wouters, Pieter; de Jong, Ton; van Oostendorp, Herre; Elen, Jan

    2015-01-01

    Despite the pervasiveness of perception and considerable impact of perception on the use of ICT for educational purposes, there is a surprising paucity of perception assessment instruments. The present proposal expands on this through the development and initial validation of the Game Perception Scale (GPS). Based on perception literature,…

  2. Computer-based learning: games as an instructional strategy.

    Science.gov (United States)

    Blake, J; Goodman, J

    1999-01-01

    Games are a creative teaching strategy that enhances learning and problem solving. Gaming strategies are being used by the authors to make learning interesting, stimulating and fun. This article focuses on the development and implementation of computer games as an instructional strategy. Positive outcomes have resulted from the use of games in the classroom.

  3. Creative Classrooms through Game-Based Role-Play Scenarios

    DEFF Research Database (Denmark)

    Gjedde, Lisa

    2014-01-01

    with learning opportunities that challenge and develop their ability towards creative problem solving, as well as developing empathy and cultural understanding. This paper will present preliminary results from the research project that through a mixed methods approach has explored the implementation of games...... studies a framework that anchors the curriculum in game-based role-play scenarios and offers affordances for the learners to immerse themselves in the multiple perspectives of the roles. In this way of introducing problem based learning in immersive narrative environments, the learners are provided...

  4. Improving Video Game Development: Facilitating Heterogeneous Team Collaboration through Flexible Software Processes

    Science.gov (United States)

    Musil, Juergen; Schweda, Angelika; Winkler, Dietmar; Biffl, Stefan

    Based on our observations of Austrian video game software development (VGSD) practices we identified a lack of systematic processes/method support and inefficient collaboration between various involved disciplines, i.e. engineers and artists. VGSD includes heterogeneous disciplines, e.g. creative arts, game/content design, and software. Nevertheless, improving team collaboration and process support is an ongoing challenge to enable a comprehensive view on game development projects. Lessons learned from software engineering practices can help game developers to increase game development processes within a heterogeneous environment. Based on a state of the practice survey in the Austrian games industry, this paper presents (a) first results with focus on process/method support and (b) suggests a candidate flexible process approach based on Scrum to improve VGSD and team collaboration. Results showed (a) a trend to highly flexible software processes involving various disciplines and (b) identified the suggested flexible process approach as feasible and useful for project application.

  5. Gaming the Schools. Didaktische Szenarien des Digital Game Based Learning

    Directory of Open Access Journals (Sweden)

    Konstantin Mitgutsch

    2009-12-01

    government funded research project studying the use of commercial computer games in schools. This includes the scientific analysis of the experience of teachers as well as students during the pilot projects. The results of this study indicate the need of a new media pedagogical professionalization of teachers with respect to the didactic challenges of computer game based formal education.

  6. Game Based Language Learning for Bilingual Adults

    DEFF Research Database (Denmark)

    Hautopp, Heidi; Hanghøj, Thorkild

    2014-01-01

    , the analysis presents preliminary findings in relation to students’ different experiences of The Danish Simulator and the teacher’s redesign of the game based teaching. It is concluded that the meaningful use of The Danish Simulator in a game‐based language course for bilingual adults depends on the students...

  7. Comparison of Physics Frameworks for WebGL-Based Game Engine

    Directory of Open Access Journals (Sweden)

    Yogya Resa

    2014-03-01

    Full Text Available Recently, a new technology called WebGL shows a lot of potentials for developing games. However since this technology is still new, there are still many potentials in the game development area that are not explored yet. This paper tries to uncover the potential of integrating physics frameworks with WebGL technology in a game engine for developing 2D or 3D games. Specifically we integrated three open source physics frameworks: Bullet, Cannon, and JigLib into a WebGL-based game engine. Using experiment, we assessed these frameworks in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGLbased game engine, and Bullet is the best physics framework to be integrated into the WebGL-based game engine.

  8. Comparison of Physics Frameworks for WebGL-Based Game Engine

    Science.gov (United States)

    Yogya, Resa; Kosala, Raymond

    2014-03-01

    Recently, a new technology called WebGL shows a lot of potentials for developing games. However since this technology is still new, there are still many potentials in the game development area that are not explored yet. This paper tries to uncover the potential of integrating physics frameworks with WebGL technology in a game engine for developing 2D or 3D games. Specifically we integrated three open source physics frameworks: Bullet, Cannon, and JigLib into a WebGL-based game engine. Using experiment, we assessed these frameworks in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGLbased game engine, and Bullet is the best physics framework to be integrated into the WebGL-based game engine.

  9. Fidelity and Game-based Technology in Management Education

    Directory of Open Access Journals (Sweden)

    Edgard B. Cornacchione Jr.

    2012-04-01

    Full Text Available This study explores educational technology and management education by analyzing fidelity in game-basedmanagement education interventions. A sample of 31 MBA students was selected to help answer the researchquestion: To what extent do MBA students tend to recognize specific game-based academic experiences, interms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 andBG2 with key differences in fidelity levels were explored: BG1 presented higher physical and functional fidelitylevels and lower psychological fidelity levels. Hypotheses were tested with data from the participants, collectedshortly after their experiences, related to the overall perceived quality of game-based interventions. The findingsreveal a higher overall perception of quality towards BG1: (a better for testing strategies, (b offering betterbusiness and market models, (c based on a pace that better stimulates learning, and (d presenting a fidelity levelthat better supports real world performance. This study fosters the conclusion that MBA students tend torecognize, to a large extent, that specific game-based academic experiences are relevant and meaningful to theirmanagerial development, mostly with heightened fidelity levels of adopted artifacts. Agents must be ready andmotivated to explore the new, to try and err, and to learn collaboratively in order to perform.

  10. Beginning iOS 3D unreal games development

    CERN Document Server

    Chin, Robert

    2012-01-01

    Aims to be first book on the market concerning iOS 3D game apps development using the Unreal UDK Unreal UDK and scripting engine are popular emerging tools used for building games like those you see from Epic iOS and mobile game apps development are popular tech and book markets

  11. Games and Simulations in Online Learning: Research and Development Frameworks

    Science.gov (United States)

    Gibson, David; Aldrich, Clark; Prensky, Marc

    2007-01-01

    Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and…

  12. Game Development as a Pathway to Information Technology Literacy

    Science.gov (United States)

    Frydenberg, Mark

    2016-01-01

    Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…

  13. The Development and Validation of the Game User Experience Satisfaction Scale (GUESS).

    Science.gov (United States)

    Phan, Mikki H; Keebler, Joseph R; Chaparro, Barbara S

    2016-12-01

    The aim of this study was to develop and psychometrically validate a new instrument that comprehensively measures video game satisfaction based on key factors. Playtesting is often conducted in the video game industry to help game developers build better games by providing insight into the players' attitudes and preferences. However, quality feedback is difficult to obtain from playtesting sessions without a quality gaming assessment tool. There is a need for a psychometrically validated and comprehensive gaming scale that is appropriate for playtesting and game evaluation purposes. The process of developing and validating this new scale followed current best practices of scale development and validation. As a result, a mixed-method design that consisted of item pool generation, expert review, questionnaire pilot study, exploratory factor analysis (N = 629), and confirmatory factor analysis (N = 729) was implemented. A new instrument measuring video game satisfaction, called the Game User Experience Satisfaction Scale (GUESS), with nine subscales emerged. The GUESS was demonstrated to have content validity, internal consistency, and convergent and discriminant validity. The GUESS was developed and validated based on the assessments of over 450 unique video game titles across many popular genres. Thus, it can be applied across many types of video games in the industry both as a way to assess what aspects of a game contribute to user satisfaction and as a tool to aid in debriefing users on their gaming experience. The GUESS can be administered to evaluate user satisfaction of different types of video games by a variety of users. © 2016, Human Factors and Ergonomics Society.

  14. Web-based home rehabilitation gaming system for balance training

    Directory of Open Access Journals (Sweden)

    Oleh Kachmar

    2014-06-01

    Full Text Available Currently, most systems for virtual rehabilitation and motor training require quite complex and expensive hardware and can be used only in clinical settings. Now, a low-cost rehabilitation game training system has been developed for patients with movement disorders; it is suitable for home use under the distant supervision of a therapist. It consists of a patient-side application installed on a home computer and the virtual rehabilitation Game Server in the Internet. System can work with different input gaming devices connected through USB or Bluetooth, such as a Nintendo Wii balance board, a Nintendo Wii remote, a MS Kinect sensor, and custom made rehabilitation gaming devices based on a joystick. The same games can be used with all training devices. Assessment of the Home Rehabilitation Gaming System for balance training was performed on six patients with Cerebral Palsy, who went through daily training sessions for two weeks. Preliminary results showed balance improvement in patients with Cerebral Palsy after they had completed home training courses. Further studies are needed to establish medical requirements and evidence length.

  15. The everyday lives of video game developers: Experimentally understanding underlying systems/structures

    Directory of Open Access Journals (Sweden)

    Casey O'Donnell

    2009-03-01

    Full Text Available This essay examines how tensions between work and play for video game developers shape the worlds they create. The worlds of game developers, whose daily activity is linked to larger systems of experimentation and technoscientific practice, provide insights that transcend video game development work. The essay draws on ethnographic material from over 3 years of fieldwork with video game developers in the United States and India. It develops the notion of creative collaborative practice based on work in the fields of science and technology studies, game studies, and media studies. The importance of, the desire for, or the drive to understand underlying systems and structures has become fundamental to creative collaborative practice. I argue that the daily activity of game development embodies skills fundamental to creative collaborative practice and that these capabilities represent fundamental aspects of critical thought. Simultaneously, numerous interests have begun to intervene in ways that endanger these foundations of creative collaborative practice.

  16. Artificial intelligence library for html5 based games: DignityAI

    Directory of Open Access Journals (Sweden)

    Berkan Uslu

    2017-02-01

    Full Text Available Today, acceleration of internet and common use of web pages, revealed the necessity of work with any browser smoothly for each application without of requirement of any plug-in. Generally, HTML5 is a new body of standards which is formed with the combination of CSS and JavaScript. In this context, by analysing game engines developed for HTML5, their features and advantages are investigated. Although, these game engines are close to catch up with the level of popular game engines, it is seen that none of artificial intelligence library was developed for HTML5 based games up to now. In this study, DignityAI artificial intelligence library is developed to fill this deficiency. Developed library has ability to be integrated to all HTML5 games independently from game engine and to add artificial intelligence dynamics to these games.

  17. Games as an Artistic Medium: Investigating Complexity Thinking in Game-Based Art Pedagogy

    Science.gov (United States)

    Patton, Ryan M.

    2013-01-01

    This action research study examines the making of video games, using an integrated development environment software program called GameMaker, as art education curriculum for students between the ages of 8-13. Through a method I designed, students created video games using the concepts of move, avoid, release, and contact (MARC) to explore their…

  18. Investigating User Collaboration in Music Based Games

    DEFF Research Database (Denmark)

    Hansen, Anne-Marie; Andersen, Hans Jørgen; Raudaskoski, Pirkko Liisa

    2011-01-01

    detected by the system and b) video analysis used to describe and interpret the interaction situation and the context in which the social interplay takes place. This combined method is used in an iterative process, where the design of interactive games with musical-sonic feedback is improved according...... to newly discovered understandings and interpretations of joint user action. For example: How do two people play together if they play music with a pen tablet interface? Can a sound based computer game encourage two players to co-perform and co-create music? This study investigated two players’ joint...

  19. Game-based verification and synthesis

    DEFF Research Database (Denmark)

    Vester, Steen

    and the environment behaves. Synthesis of strategies in games can thus be used for automatic generation of correct-by-construction programs from specifications. We consider verification and synthesis problems for several well-known game-based models. This includes both model-checking problems and satisfiability...... problems for logics capable of expressing strategic abilities of players in games with both qualitative and quantitative objectives. A number of computational complexity results for model-checking and satisfiability problems in this domain are obtained. We also show how the technique of symmetry reduction...... corresponds directly to a program for the corresponding entity of the system. A strategy for a player which ensures that the player wins no matter how the other players behave then corresponds to a program ensuring that the specification of the entity is satisfied no matter how the other entities...

  20. Building HTML5 games with ImpactJS an introduction on HTML5 game development

    CERN Document Server

    Freeman, Jesse

    2012-01-01

    Create a real 2D game from start to finish with ImpactJS, the JavaScript game framework that works with the HTML5's Canvas element. Making video games is hard work that requires technical skills, a lot of planning, and-most critically-a commitment to completing the project. With this hands-on guide, you'll learn how to use Impact with other technologies step-by-step. You'll pick up important tips about game design, and discover how to publish Impact games to the Web, desktop, and mobile-including a method to package your game as a native iOS app. Packed with screen shots and sample code, this book is ideal for game developers of all levels. Set up your development environment and discover Impact's advantagesBuild a complete game with core logic, collision detection, and player and monster behaviorLearn why a game design document is critical before you start buildingDisplay and animate game artwork with sprite sheetsAdd sound effects, background music, and textCreate screens to display stats and in-game statu...

  1. Game-Based Life-Long Learning

    NARCIS (Netherlands)

    Kelle, Sebastian; Sigurðarson, Steinn; Westera, Wim; Specht, Marcus

    2010-01-01

    Kelle, S., Sigurðarson, S., Westera, W., & Specht, M. (2011). Game-Based Life-Long Learning. In G. D. Magoulas (Ed.), E-Infrastructures and Technologies for Lifelong Learning: Next Generation Environments (pp. 337-349). Hershey, PA: IGI Global.

  2. Game based learning for computer science education

    NARCIS (Netherlands)

    Schmitz, Birgit; Czauderna, André; Klemke, Roland; Specht, Marcus

    2011-01-01

    Schmitz, B., Czauderna, A., Klemke, R., & Specht, M. (2011). Game based learning for computer science education. In G. van der Veer, P. B. Sloep, & M. van Eekelen (Eds.), Computer Science Education Research Conference (CSERC '11) (pp. 81-86). Heerlen, The Netherlands: Open Universiteit.

  3. Space Technology Mission Directorate: Game Changing Development

    Science.gov (United States)

    Gaddis, Stephen W.

    2015-01-01

    NASA and the aerospace community have deep roots in manufacturing technology and innovation. Through it's Game Changing Development Program and the Advanced Manufacturing Technology Project NASA develops and matures innovative, low-cost manufacturing processes and products. Launch vehicle propulsion systems are a particular area of interest since they typically comprise a large percentage of the total vehicle cost and development schedule. NASA is currently working to develop and utilize emerging technologies such as additive manufacturing (i.e. 3D printing) and computational materials and processing tools that could dramatically improve affordability, capability, and reduce schedule for rocket propulsion hardware.

  4. Achieving Digital Literacy through Game Development: An Authentic Learning Experience

    Science.gov (United States)

    Frydenberg, Mark

    2015-01-01

    Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…

  5. Conceptual modeling for simulation-based serious gaming

    NARCIS (Netherlands)

    van der Zee, D.J.; Holkenborg, Bart; Robinson, Stewart

    2012-01-01

    In recent years many simulation-based serious games have been developed for supporting (future) managers in operations management decision making. They illustrate the high potential of using discrete event simulation for pedagogical purposes. Unfortunately, this potential does not seem to go

  6. A Prototype SSVEP Based Real Time BCI Gaming System

    Directory of Open Access Journals (Sweden)

    Ignas Martišius

    2016-01-01

    Full Text Available Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel.

  7. Video Game Discourses and Implications for Game-Based Education

    Science.gov (United States)

    Whitton, Nicola; Maclure, Maggie

    2017-01-01

    Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…

  8. The Metacognitions about Online Gaming Scale: Development and psychometric properties.

    Science.gov (United States)

    Spada, Marcantonio M; Caselli, Gabriele

    2017-01-01

    Recent research has suggested that metacognitions may play a role across the spectrum of addictive behaviours. The goal of our studies was to develop the first self-report scale of metacognitions about online gaming. We conducted two studies with samples of online gamers (n=225, n=348) to test the structure and psychometric properties of the Metacognitions about Online Gaming Scale and examined its capacity to predict weekly online gaming hours and Internet addiction. Exploratory and confirmatory factor analyses supported a three-factor solution: positive metacognitions about online gaming, negative metacognitions about the uncontrollability of online gaming, and negative metacognitions about the dangers of online gaming. Internal consistency, predictive and divergent validity were acceptable. All the factors of the Metacognitions about Online Gaming Scale correlated positively with weekly online gaming hours and Internet addiction. Regression analyses showed that negative metacognitions about the uncontrollability of online gaming and levels of Internet addiction were the only significant predictors of weekly online gaming hours, and that positive metacognitions about online gaming and negative metacognitions about the uncontrollability of online gaming were the only significant predictors of Internet addiction. The Metacognitions about Online Gaming Scale was shown to possess good psychometric properties, as well as predictive and divergent validity within the populations that were tested. Copyright © 2015 Elsevier Ltd. All rights reserved.

  9. Games-to-teach or games-to-learn unlocking the power of digital game-based learning through performance

    CERN Document Server

    Chee, Yam San

    2016-01-01

    The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the differenc...

  10. Duckneglect: video-games based neglect rehabilitation.

    Science.gov (United States)

    Mainetti, R; Sedda, A; Ronchetti, M; Bottini, G; Borghese, N A

    2013-01-01

    Video-games are becoming a common tool to guide patients through rehabilitation because of their power of motivating and engaging their users. Video-games may also be integrated into an infrastructure that allows patients, discharged from the hospital, to continue intensive rehabilitation at home under remote monitoring by the hospital itself, as suggested by the recently funded Rewire project. Goal of this work is to describe a novel low cost platform, based on video-games, targeted to neglect rehabilitation. The patient is guided to explore his neglected hemispace by a set of specifically designed games that ask him to reach targets, with an increasing level of difficulties. Visual and auditory cues helped the patient in the task and are progressively removed. A controlled randomization of scenarios, targets and distractors, a balanced reward system and music played in the background, all contribute to make rehabilitation more attractive, thus enabling intensive prolonged treatment. Results from our first patient, who underwent rehabilitation for half an hour, for five days a week for one month, showed on one side a very positive attitude of the patient towards the platform for the whole period, on the other side a significant improvement was obtained. Importantly, this amelioration was confirmed at a follow up evaluation five months after the last rehabilitation session and generalized to everyday life activities. Such a system could well be integrated into a home based rehabilitation system.

  11. Equilibrium: An Investigative Game Based On Biomedical Evidences Of Crimes

    Directory of Open Access Journals (Sweden)

    W. L. Santos

    2009-05-01

    Full Text Available Investigation and laboratory analyses are the major working areas of graduates from Biomedicine. Studying and recognizing medical symptoms, developing and interpreti ng clinical exams are some of the desired routines of these young students to their future professional lives. Recent TV series about hospitals daily work and challenges, criminal investigations and modern techniques of scientists from intelligence agencies bring out fantasies of job (impossibilities. But also, it creates a desire for more study so as to reach the characters brilliance. Based on these interests, we prepared a game based on the classic Scotland Yard®game, which is developed over the resolv ing of crimes. In our version of the game, which was called Equilibrium, the clues hidden on specific sites of the game board are not the common ones, but clinical results or objects that can be related to the medical cause of the death. One can also reach the laboratory on the board and get specific exams to help solving the mystery. The game was developed after a whole semester of Basic Biochemistry classes and was used by the professor as a method of testing students learnings.Developing this showed ho w much the ludic activities can enhance students’ experience with biochemistry and its relation to physiology, pathology and other areas. This game was presented to a Biomedicine class and a board ofbiochemistry teachers of our college. All the spectatorsacknowledged the usefulness of this tool to the teaching -learning process in medical biochemistry.

  12. A Game-based Corpus for Analysing the Interplay between Game Context and Player Experience

    DEFF Research Database (Denmark)

    Shaker, Noor; Yannakakis, Georgios N.; Asteriadis, Stylianos

    2011-01-01

    present dierent types of information that have been extracted from game context, player preferences and perception of the game, as well as user features, automatically extracted from video recordings.We run a number of initial experiments to analyse players' behavior while playing video games as a case......Recognizing players' aective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human players while playing Super Mario Bros. We...

  13. A Game-based Corpus for Analysing the Interplay between Game Context and Player Experience

    DEFF Research Database (Denmark)

    Shaker, Noor; Yannakakis, Georgios N.; Asteriadis, Stylianos

    2011-01-01

    Recognizing players' aective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human players while playing Super Mario Bros. We...... present dierent types of information that have been extracted from game context, player preferences and perception of the game, as well as user features, automatically extracted from video recordings.We run a number of initial experiments to analyse players' behavior while playing video games as a case...

  14. Criteria for Evaluating a Game-Based CALL Platform

    Science.gov (United States)

    Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe

    2017-01-01

    Game-based Computer-Assisted Language Learning (CALL) is an area that currently warrants attention, as task-based, interactive, multimodal games increasingly show promise for language learning. This area is inherently multidisciplinary--theories from second language acquisition, games, and psychology must be explored and relevant concepts from…

  15. Digital game-based learning in secondary education

    NARCIS (Netherlands)

    Huizenga, J.C.

    2017-01-01

    This PhD thesis presents research on digital game-based learning in secondary education. The main research question is: How do digital games contribute to learning, engagement and motivation to learn? The thesis contains seven chapters. Chapter one is an introduction to digital game-based learning

  16. Evolving Expert Knowledge Bases: Applications of Crowdsourcing and Serious Gaming to Advance Knowledge Development for Intelligent Tutoring Systems

    Science.gov (United States)

    Floryan, Mark

    2013-01-01

    This dissertation presents a novel effort to develop ITS technologies that adapt by observing student behavior. In particular, we define an evolving expert knowledge base (EEKB) that structures a domain's information as a set of nodes and the relationships that exist between those nodes. The structure of this model is not the particularly novel…

  17. A Multi-Modal Digital Game-Based Learning Environment for Hospitalized Children with Chronic Illnesses.

    Science.gov (United States)

    Chin, Jui-Chih; Tsuei, Mengping

    2014-01-01

    The aim of this study was to explore the digital game-based learning for children with chronic illnesses in the hospital settings. The design-based research and qualitative methods were applied. Three eight-year-old children with leukemia participated in this study. In the first phase, the multi-user game-based learning system was developed and…

  18. Preparing Instructional Designers for Game-Based Learning: Part 2

    Science.gov (United States)

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    As noted in part I of this article (published in "TechTrends 54"(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and…

  19. Selection-based Approach to Cooperative Interval Games

    OpenAIRE

    Bok, Jan; Hladík, Milan

    2014-01-01

    Cooperative interval games are a generalized model of cooperative games in which the worth of every coalition corresponds to a closed interval representing the possible outcomes of its cooperation. Selections are all possible outcomes of the interval game with no additional uncertainty. We introduce new selection-based classes of interval games and prove their characterization theorems and relations to existing classes based on the interval weakly better operator. We show new results regardin...

  20. Virtual gaming to develop students' pediatric nursing skills: A usability test.

    Science.gov (United States)

    Verkuyl, Margaret; Atack, Lynda; Mastrilli, Paula; Romaniuk, Daria

    2016-11-01

    As competition for specialty clinical placements increases, there is an urgent need to create safe, stimulating, alternative learning environments for students. To address that clinical gap, our team developed a virtual game-based simulation to help nursing students develop their pediatric nursing skills. A usability study was conducted using the Technology Acceptance Model as a research framework. The study was conducted at a community college and included nursing students, nursing faculty/clinicians and two gaming experts. The two experts evaluated the game using a heuristic checklist after playing the game. Participants engaged in a think-aloud activity while playing the game and completed a survey and interview based on the Technology Acceptance Model to explore ease of use and utility of the game. We found a high degree of user satisfaction with the game. Students reported that they had learned about pediatric care, they had become immersed in the game and they were keen to keep playing. Several design changes were recommended. Usability testing is critical in the early stages of simulation development and the study provided useful direction for the development team in the next stage of game development. Copyright © 2016 Elsevier Ltd. All rights reserved.

  1. Game Development as Didactic Strategy for Biochemistry Teaching

    Directory of Open Access Journals (Sweden)

    G.G. Hornink

    2010-05-01

    Full Text Available It is well known that students and teachers have difficulties in learning and teaching Biochemistry due to its abstract and interconnected contents. This work proposes a didactic strategy in order to facilitate teaching and learning process in Biochemistry. The strategy was implemented with biological science undergraduate students. At first, the students were divided into groups with a specific topic to develop a game. During the semester, problem based learning cases, online activities like crossword puzzle, essay questions and educational softwares were used to present the content of each topic. The groups were oriented in classroom and online, to choose and organize contents and create ways to approach them in games. At the end of the course the groups played each other games, which were evaluated by teacher and students following some criteria like: creativity, content organization, interdisciplinarity, proposal coherence, instructions clarity, specific content. The game elaboration contributed to the development of social and cognitive functions, such as teamwork and troubleshooting, providing an interesting perspective to the student about knowledge construction process. The strategy showed up students' creativity and ability to reorganize their knowledge to a different education level. In an overview, the results indicate that the proposed didactic strategy is an effective way to enhance learning and to motivate students into Biochemistry topics.

  2. The development of indonesian online game addiction questionnaire.

    Science.gov (United States)

    Jap, Tjibeng; Tiatri, Sri; Jaya, Edo Sebastian; Suteja, Mekar Sari

    2013-01-01

    Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online games (r = 0.39; ponline games (ρ = 0.43; ponline games (ρ = 0.41; ponline games (ρ = 0.30; ponline game addiction, and the score of 22 and above may indicate online game addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.

  3. The Game as the Way of Personal Identity Development

    Directory of Open Access Journals (Sweden)

    L. A. Belyayeva

    2012-01-01

    Full Text Available  The paper suggests the game interpretation as the universal and phenomenal way of developing personal identity by a relaxed participation in game activity. Unlike the extended definitions of game as a culturalogical and pedagogical phenomenon, the authors suggest the game analysis in philosophical perspective revealing its existential status. Being the active form of personal existence, the game facilitates self-awareness by means of self-understanding and self-determination in the course of game activity developing the attitude of «I am another one», and giving a chance to experiment with personal identity, taking and playing various social and cultural roles. The existential significance of games activating self-understanding and meaning of self-existence is growing nowadays, given pluralism and reassessment of values. 

  4. Serious simulation game development for energy transition education using integrated framework game design

    Science.gov (United States)

    Destyanto, A. R.; Putri, O. A.; Hidayatno, A.

    2017-11-01

    Due to the advantages that serious simulation game offered, many areas of studies, including energy, have used serious simulation games as their instruments. However, serious simulation games in the field of energy transition still have few attentions. In this study, serious simulation game is developed and tested as the activity of public education about energy transition which is a conversion from oil to natural gas program. The aim of the game development is to create understanding and awareness about the importance of energy transition for society in accelerating the process of energy transition in Indonesia since 1987 the energy transition program has not achieved the conversion target yet due to the lack of education about energy transition for society. Developed as a digital serious simulation game following the framework of integrated game design, the Transergy game has been tested to 15 users and then analysed. The result of verification and validation of the game shows that Transergy gives significance to the users for understanding and triggering the needs of oil to natural gas conversion.

  5. Development of a Memory Training Game

    DEFF Research Database (Denmark)

    Jensen, Kristoffer; Valente, Andrea

    2014-01-01

    possibilities are presented. While it is not clear that the working memory in itself can be improved, other cognitive functions are identified that may be improved while playing Megame. Other uses of Megame include spelling and vocabulary training and learning modality assessment. Megame is written in Python......This paper presents Megame [me-ga-me], a multiplatform game for working memory training and assessment. Megame uses letters and words to amuse, train and assess memory capacity. Based on memory research, the main parameters of the working memory have been identified and some improvement...

  6. Memory development in preschool children with disabilities in the game

    OpenAIRE

    Viktoriya Shypikova

    2013-01-01

    The scientific article "Development of memory in preschool children with disabilities in the game" reveals the relevance of the application of the game as the leading activity during the preschool years to optimize the development of the mental process of memory in children with disabilities. Work on the development of children's memory in the form of a game as the most effective form, aimed at attracting the attention of professionals working with preschool children with disabilities, a...

  7. Investigating Science Interest in a Game-Based Learning Project

    Science.gov (United States)

    Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi

    2014-01-01

    The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…

  8. Studying the User Experience of a Tablet Based Math Game

    Science.gov (United States)

    Kiili, Kristian; Ketamo, Harri; Koivisto, Antti; Finn, Enda

    2014-01-01

    This paper presents the first findings from Math Elements user experience (UX) studies. Math Elements is a game that makes the whole Finnish maths K-2 curriculum (kindergarten and primary school grades 1 and 2) available for players all over the world. The game is based on teachable agent approach, which means that in the game players can teach…

  9. Do Video Games Promote Positive Youth Development?

    Science.gov (United States)

    Adachi, Paul J. C.; Willoughby, Teena

    2013-01-01

    We argue that video game play may meet Larson's (2000) criteria for fostering initiative in youth, and thus, may be related to positive outcomes such as flow, cooperation, problem solving, and reduced in-group bias. However, developmental and social psychologists examining adolescent video game use have focused heavily on how video games are…

  10. The development of indonesian traditional bekel game in android platform

    Science.gov (United States)

    Rahmat, R. F.; Fahrani, O. R.; Purnamawati, S.; Pasha, M. F.

    2018-03-01

    Bekel is one of traditional Indonesian game that is rarely played nowadays. Bekel is a game to test dexterity level using a bekel ball and 6 to10 seeds. The game is played by throwing the ball up in the air, spreading the seeds randomly on the floor then picking the seeds up until the ground is clear. This game application is an adaptation of Bekel game focusing on the movements of the ball and the randomization of the seed positions. This game application has three levels of difficulty based on the basic rules of the actual Bekel game. The focus of the study is the free fall method of the ball and the random function of the seeds in the Android environment. The result show the Bekel application has sensitivity level of 71% for the ball movements and the probability rate of the random event occurrence is at 23%.

  11. 3D Game-Based Learning System for Improving Learning Achievement in Software Engineering Curriculum

    Science.gov (United States)

    Su,Chung-Ho; Cheng, Ching-Hsue

    2013-01-01

    The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…

  12. Developing a Big Game for Financial Education Using Service Design Approach

    Science.gov (United States)

    Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung

    2018-01-01

    The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…

  13. A Platform Independent Game Technology Model for Model Driven Serious Games Development

    Science.gov (United States)

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

    Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…

  14. Constructionist Learning in Anatomy Education: What Anatomy Students Can Learn through Serious Games Development

    OpenAIRE

    Ma, Minhua; Bale, Kim; Rea, Paul

    2012-01-01

    In this paper we describe the use of 3D games technology in human\\ud anatomy education based on our MSc in Medical Visualisation and Human\\ud Anatomy teaching practice, i.e. students design and develop serious games for anatomy education using the Unity 3D game engine. Students are engaged in this process not only as consumers of serious games, but as authors and creators. The benefits of this constructionist learning approach are discussed. Five domains of learning are identified, in terms o...

  15. The RAGE Game Software Components Repository for Supporting Applied Game Development

    Directory of Open Access Journals (Sweden)

    Krassen Stefanov

    2017-09-01

    Full Text Available This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project on applied gaming, develops up to three dozens of software components (RAGE software assets that are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository provides storage space for assets and their artefacts and is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. It will be embedded in a social platform for asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including selected advanced game software assets. Making available the RAGE repository system and its variety of software assets aims to enhance the coherence and decisiveness of the applied game industry.

  16. Game on! Lessons learned from joint development and production of health games

    NARCIS (Netherlands)

    George Onyango; Harro Leupen; Peter Odongo; Rob Willems

    2015-01-01

    In September 2010, Hanze University of Applied Sciences in Groningen (the Netherlands) started a 20-week international program titled GameOn! The object of this program is for students to develop serious games, that aim to help the youth become aware of social and/or health related issues. Since the

  17. Simulation-based Serious Games for Science Education and teacher assessment

    Directory of Open Access Journals (Sweden)

    Seungho Baek

    2016-09-01

    Full Text Available This paper presents serious games developed for the science subject in elementary and middle schools, specifically on the three topics of “Force and Motion,” “State Change of Water,” and “Earth and Moon.” The PC game “Force and Motion” implemented frictional/gravitational/magnetic force simulations, in the mobile game “State Change of Water,” particle-based fluid simulations were implemented, and in the PC- and mobile-based multi-platform game “Earth and Moon,” a solar system simulation was implemented. In order to find out the essential components for the science educational games, the components of each topic were thoroughly analyzed, and then a game-based curriculum was developed for the components classified as having high- or mid-level difficulties in both teaching and learning. Based on the curriculum, the three games were created. The games were evaluated by elementary and middle school teachers, and the evaluation results showed that simulation-based serious games are promising tools for improving learning effects in science-related subjects.

  18. Evaluation of Game Engines for Cross-Platform Development of Mobile Serious Games for Health.

    Science.gov (United States)

    Kleinschmidt, Carina; Haag, Martin

    2016-01-01

    Studies have shown that serious games for health can improve patient compliance and help to increase the quality of medical education. Due to a growing availability of mobile devices, especially the development of cross-platform mobile apps is helpful for improving healthcare. As the development can be highly time-consuming and expensive, an alternative development process is needed. Game engines are expected to simplify this process. Therefore, this article examines the question whether using game engines for cross-platform serious games for health can simplify the development compared to the development of a plain HTML5 app. At first, a systematic review of the literature was conducted in different databases (MEDLINE, ACM and IEEE). Afterwards three different game engines were chosen, evaluated in different categories and compared to the development of a HTML5 app. This was realized by implementing a prototypical application in the different engines and conducting a utility analysis. The evaluation shows that the Marmalade engine is the best choice for development in this scenario. Furthermore, it is obvious that the game engines have great benefits against plain HTML5 development as they provide components for graphics, physics, sounds, etc. The authors recommend to use the Marmalade Engine for a cross-platform mobile Serious Game for Health.

  19. Fostering 21st Century Skills through Game Design and Development

    Science.gov (United States)

    Garvey, Gregory P.

    2015-01-01

    This reflection paper argues that the design and development of digital games teach essential 21st century skills. Intrinsic to application and game development is design thinking. Design thinking requires iterative development, which demands creativity, critical thinking and problem solving. Students are engaged through learning by doing in both…

  20. Development of a mobile game based on virtual reality tools to sensitize the population about the nuclear power plant's emergency plan

    International Nuclear Information System (INIS)

    Ferreira, Lucas H.H.; Mol, Antônio C. de A.; Santo, André C. do E.; Legey, Ana Paula

    2017-01-01

    The Angra dos Reis Nuclear Power Plant's emergency plan, it is the bunch of instructions that every citizen must adopt in case of an emergency situation. It is highly important, that all the people living in the power plant's surroundings truly understand every single step of the plan, because only in this way people will know how to react in case of a necessity. To hit this goals, the Brazil's Electronuclear, made educational booklets, in the shape of comic books, trying to guide the population about the plan. On the other hand, we have an increasingly connected world, making possible that digital games, be very well accepted by the population. So this project has as an objective, developing a digital tool, in form of a mobile game that shows in a playful and interactive way for the user, the emergency plan, complementing the educational process and social actions made by many institutions. With the information taken from the booklets, objects and buildings were modeled in Autodesk 3Ds Max, allied with the Unity 3D Game Engine, to make a city, inspired in Angra do Reis (RJ). The player has to follow all the security protocols giving by the Eletronuclear according with the rules provided by the National Nuclear Energy Commission. Is expected, with this game that will be available for the Eletronuclear that more people have the chance to know and believe in the efficiency of the emergency plan already established. (author)

  1. Development of a mobile game based on virtual reality tools to sensitize the population about the nuclear power plant's emergency plan

    Energy Technology Data Exchange (ETDEWEB)

    Ferreira, Lucas H.H.; Mol, Antônio C. de A.; Santo, André C. do E.; Legey, Ana Paula [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Centro Universitário Carioca (Unicarioca), Rio de Janeiro, RJ (Brazil)

    2017-07-01

    The Angra dos Reis Nuclear Power Plant's emergency plan, it is the bunch of instructions that every citizen must adopt in case of an emergency situation. It is highly important, that all the people living in the power plant's surroundings truly understand every single step of the plan, because only in this way people will know how to react in case of a necessity. To hit this goals, the Brazil's Electronuclear, made educational booklets, in the shape of comic books, trying to guide the population about the plan. On the other hand, we have an increasingly connected world, making possible that digital games, be very well accepted by the population. So this project has as an objective, developing a digital tool, in form of a mobile game that shows in a playful and interactive way for the user, the emergency plan, complementing the educational process and social actions made by many institutions. With the information taken from the booklets, objects and buildings were modeled in Autodesk 3Ds Max, allied with the Unity 3D Game Engine, to make a city, inspired in Angra do Reis (RJ). The player has to follow all the security protocols giving by the Eletronuclear according with the rules provided by the National Nuclear Energy Commission. Is expected, with this game that will be available for the Eletronuclear that more people have the chance to know and believe in the efficiency of the emergency plan already established. (author)

  2. For the Love of the Game: Game- Versus Lecture-Based Learning With Generation Z Patients.

    Science.gov (United States)

    Adamson, Mary A; Chen, Hengyi; Kackley, Russell; Micheal, Alicia

    2018-02-01

    The current study evaluated adolescent patients' enjoyment of and knowledge gained from game-based learning compared with an interactive lecture format on the topic of mood disorders. It was hypothesized that game-based learning would be statistically more effective than a lecture in knowledge acquisition and satisfaction scores. A pre-post design was implemented in which a convenience sample of 160 adolescent patients were randomized to either a lecture (n = 80) or game-based (n = 80) group. Both groups completed a pretest/posttest and satisfaction survey. Results showed that both groups had significant improvement in knowledge from pretest compared to posttest. Game-based learning was statistically more effective than the interactive lecture in knowledge achievement and satisfaction scores. This finding supports the contention that game-based learning is an active technique that may be used with patient education. [Journal of Psychosocial Nursing and Mental Health Services, 56(2), 29-36.]. Copyright 2018, SLACK Incorporated.

  3. Developing a policy game intervention to enhance collaboration in public health policymaking in three European countries

    DEFF Research Database (Denmark)

    Spitters, H P E M; van Oers, J A M; Sandu, P

    2017-01-01

    of the policy game ‘In2Action’ within a real-life setting of public health policymaking networks in the Netherlands, Denmark and Romania. METHODS: The development of the policy game intervention consisted of three phases, pre intervention, designing the game intervention and tailoring the intervention. RESULTS......BACKGROUND: One of the key elements to enhance the uptake of evidence in public health policies is stimulating cross-sector collaboration. An intervention stimulating collaboration is a policy game. The aim of this study was to describe the design and methods of the development process......: In2Action was developed as a role-play game of one day, with main focus to develop in collaboration a cross-sector implementation plan based on the approved strategic local public health policy. CONCLUSIONS: This study introduced an innovative intervention for public health policymaking. It described...

  4. An interactive physics-based unmanned ground vehicle simulator leveraging open source gaming technology: progress in the development and application of the virtual autonomous navigation environment (VANE) desktop

    Science.gov (United States)

    Rohde, Mitchell M.; Crawford, Justin; Toschlog, Matthew; Iagnemma, Karl D.; Kewlani, Guarav; Cummins, Christopher L.; Jones, Randolph A.; Horner, David A.

    2009-05-01

    It is widely recognized that simulation is pivotal to vehicle development, whether manned or unmanned. There are few dedicated choices, however, for those wishing to perform realistic, end-to-end simulations of unmanned ground vehicles (UGVs). The Virtual Autonomous Navigation Environment (VANE), under development by US Army Engineer Research and Development Center (ERDC), provides such capabilities but utilizes a High Performance Computing (HPC) Computational Testbed (CTB) and is not intended for on-line, real-time performance. A product of the VANE HPC research is a real-time desktop simulation application under development by the authors that provides a portal into the HPC environment as well as interaction with wider-scope semi-automated force simulations (e.g. OneSAF). This VANE desktop application, dubbed the Autonomous Navigation Virtual Environment Laboratory (ANVEL), enables analysis and testing of autonomous vehicle dynamics and terrain/obstacle interaction in real-time with the capability to interact within the HPC constructive geo-environmental CTB for high fidelity sensor evaluations. ANVEL leverages rigorous physics-based vehicle and vehicle-terrain interaction models in conjunction with high-quality, multimedia visualization techniques to form an intuitive, accurate engineering tool. The system provides an adaptable and customizable simulation platform that allows developers a controlled, repeatable testbed for advanced simulations. ANVEL leverages several key technologies not common to traditional engineering simulators, including techniques from the commercial video-game industry. These enable ANVEL to run on inexpensive commercial, off-the-shelf (COTS) hardware. In this paper, the authors describe key aspects of ANVEL and its development, as well as several initial applications of the system.

  5. Methods Used in Game Development to Foster FLOW

    Science.gov (United States)

    Jeppsen, Isaac Ben

    2010-01-01

    Games designed for entertainment have a rich history of providing compelling experiences. From consoles to PCs, games have managed to present intuitive and effective interfaces for a wide range of game styles to successfully allow users to "walk-up-and-play". Once a user is hooked, successful games artfully present challenging experiences just within reach of a user's ability, weaving each task and achievement into a compelling and engaging experience. In this paper, engagement is discussed in terms of the psychological theory of Flow. I argue that engagement should be one of the primary goals when developing a serious game and I discuss the best practices and techniques that have emerged from traditional video game development which help foster the creation of engaging, high Flow experiences.

  6. Prevalence of video game use, cigarette smoking, and acceptability of a video game-based smoking cessation intervention among online adults.

    Science.gov (United States)

    Raiff, Bethany R; Jarvis, Brantley P; Rapoza, Darion

    2012-12-01

    Video games may serve as an ideal platform for developing and implementing technology-based contingency management (CM) interventions for smoking cessation as they can be used to address a number of barriers to the utilization of CM (e.g., replacing monetary rewards with virtual game-based rewards). However, little is known about the relationship between video game playing and cigarette smoking. The current study determined the prevalence of video game use, video game practices, and the acceptability of a video game-based CM intervention for smoking cessation among adult smokers and nonsmokers, including health care professionals. In an online survey, participants (N = 499) answered questions regarding their cigarette smoking and video game playing practices. Participants also reported if they believed a video game-based CM intervention could motivate smokers to quit and if they would recommend such an intervention. Nearly half of the participants surveyed reported smoking cigarettes, and among smokers, 74.5% reported playing video games. Video game playing was more prevalent in smokers than nonsmokers, and smokers reported playing more recently, for longer durations each week, and were more likely to play social games than nonsmokers. Most participants (63.7%), including those who worked as health care professionals, believed that a video game-based CM intervention would motivate smokers to quit and would recommend such an intervention to someone trying to quit (67.9%). Our findings suggest that delivering technology-based smoking cessation interventions via video games has the potential to reach substantial numbers of smokers and that most smokers, nonsmokers, and health care professionals endorsed this approach.

  7. The influence of playing computer games on pupil's development

    OpenAIRE

    Pospíšilová, Lenka

    2008-01-01

    This thesis is about the effects of playing computer games on pupils and students behavior. It is divided into a theoretical and an investigative part. The theoretical part is dedicated to historical development of technologies and principals of game systems in relationship to technical progress. It adverts to psychological, social and biological effects of long time, intensive playing of games. It shows positive and negative effects ofthis activity. The work analyses typical pathological eve...

  8. Quiz Lounge Game-Based Learning on Mobile Devices

    Directory of Open Access Journals (Sweden)

    Bettina Harriehausen-Mühlbauer

    2013-08-01

    Full Text Available The Quiz Lounge project is a collaboration between Hochschule Darmstadt and Lufthansa AG. The goal of the project was the development of a mobile learning application. With the application, the Lufthansa managers should be able to learn about data privacy topics playfully and interactively. The application is based on a quiz concept and asks the user for answers to a series of ten questions which increase in difficulty level. While playing the game the user can use two "lifeline" helpers, the audience- and the 50-50-helper. Furthermore, the user has the ability to browse a glossary of related terms if he or she has the need of more detailed knowledge. New questions and also new games can be added with a web-based authoring tool. The authoring tool was uniquely developed for the Quiz Lounge application and conforms to the specific needs of its architecture.

  9. BUILD: A community development simulation game, appendix A

    Science.gov (United States)

    Orlando, J. A.; Pennington, A. J.

    1973-01-01

    The computer based urban decision-making game BUILD is described. BUILD is aimed at: (1) allowing maximum expression of value positions by participants through resolution of intense, task-oriented conflicts: (2) heuristically gathering information on both the technical and social functioning of the city through feedback from participants: (3) providing community participants with access to technical expertise in urban decision making, and to expose professionals to the value positions of the community: and (4) laying the groundwork for eventual development of an actual policy making tool. A brief description of the roles, sample input/output formats, an initial scenario, and information on accessing the game through a time-sharing system are included.

  10. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

    Science.gov (United States)

    Simons, Monique; de Vet, Emely; Chinapaw, Mai Jm; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-04-04

    , indicating that both types of gaming are habitual behaviors. Although these results should be interpreted with caution because of the limitations of the study, they do provide preliminary insights into potential correlates of active and non-active gaming that can be used for further research as well as preliminary direction for the development of effective intervention strategies for replacing non-active gaming by active gaming among adolescents.

  11. Gaming

    OpenAIRE

    Camilleri, Cassi

    2014-01-01

    In ancient times games played an integral role in society. Whilst in today’s hyperlinked world, games have evolved into complex, sophisticated mechanisms that enthral millions. http://www.um.edu.mt/think/the-school-of-games/

  12. The Emergence of Agent-Based Technology as an Architectural Component of Serious Games

    Science.gov (United States)

    Phillips, Mark; Scolaro, Jackie; Scolaro, Daniel

    2010-01-01

    The evolution of games as an alternative to traditional simulations in the military context has been gathering momentum over the past five years, even though the exploration of their use in the serious sense has been ongoing since the mid-nineties. Much of the focus has been on the aesthetics of the visuals provided by the core game engine as well as the artistry provided by talented development teams to produce not only breathtaking artwork, but highly immersive game play. Consideration of game technology is now so much a part of the modeling and simulation landscape that it is becoming difficult to distinguish traditional simulation solutions from game-based approaches. But games have yet to provide the much needed interactive free play that has been the domain of semi-autonomous forces (SAF). The component-based middleware architecture that game engines provide promises a great deal in terms of options for the integration of agent solutions to support the development of non-player characters that engage the human player without the deterministic nature of scripted behaviors. However, there are a number of hard-learned lessons on the modeling and simulation side of the equation that game developers have yet to learn, such as: correlation of heterogeneous systems, scalability of both terrain and numbers of non-player entities, and the bi-directional nature of simulation to game interaction provided by Distributed Interactive Simulation (DIS) and High Level Architecture (HLA).

  13. An interactive game-based shoulder wheel system for rehabilitation

    Directory of Open Access Journals (Sweden)

    Chou LW

    2012-11-01

    Full Text Available Chun-Ming Chang,1,* Yen-Ching Chang,2,3 Hsiao-Yun Chang,4 Li-Wei Chou5,6,* 1Department of Applied Informatics and Multimedia, Asia University, Taichung, Taiwan; 2Department of Medical Informatics, Chung Shan Medical University, Taichung, Taiwan; 3Department of Medical Imaging, Chung Shan Medical University Hospital, Taichung, Taiwan; 4Department of Biotechnology, Asia University, Taichung, Taiwan; 5Department of Physical Medicine and Rehabilitation, China Medical University Hospital, Taichung, Taiwan; 6School of Chinese Medicine, College of Chinese Medicine, China Medical University, Taichung, Taiwan*These authors contributed equally to this workBackground: Increases in the aging population and in the number of accidents have resulted in more people suffering from physical impairments or disabilities. Rehabilitation therapy thus attracts greater attention as a means of helping patients recover and return to a normal life. With the extremely long and tedious nature of traditional rehabilitation, patients are reluctant to continue the entire process, thus the expected effects of the therapy cannot be obtained. Games are well known to help patients improve their concentration and shift their attention away from the discomfort of their injuries during rehabilitation. Thus, incorporating game technology into a rehabilitation program may be a promising approach.Methods: In this study, a gaming system used for shoulder rehabilitation was developed. The mechanical parts and electric circuits were integrated to mimic the functionalities of a shoulder wheel. Several games were also designed to suit the rehabilitation needs of the patients based on the age and gender differences among the individual users, enabling individuals to undergo the rehabilitation process by playing games. Two surveys were conducted to evaluate the satisfaction of the participants regarding the gaming system.Results: The results of the online survey among a larger population

  14. Games are motivating, aren´t they? Disputing the arguments for digital game-based learning

    NARCIS (Netherlands)

    Westera, Wim

    2015-01-01

    The growing popularity of game-based learning reflects the burning desire for exploiting the involving and motivating characteristics of games for serious purposes. A wide range of arguments for using games for teaching and learning can be encountered in scientific papers, policy reports, game

  15. Developing a policy game intervention to enhance collaboration in public health policymaking in three European countries.

    Science.gov (United States)

    Spitters, H P E M; van Oers, J A M; Sandu, P; Lau, C J; Quanjel, M; Dulf, D; Chereches, R; van de Goor, L A M

    2017-12-19

    One of the key elements to enhance the uptake of evidence in public health policies is stimulating cross-sector collaboration. An intervention stimulating collaboration is a policy game. The aim of this study was to describe the design and methods of the development process of the policy game ‘In2Action’ within a real-life setting of public health policymaking networks in the Netherlands, Denmark and Romania. The development of the policy game intervention consisted of three phases, pre intervention, designing the game intervention and tailoring the intervention. In2Action was developed as a role-play game of one day, with main focus to develop in collaboration a cross-sector implementation plan based on the approved strategic local public health policy. This study introduced an innovative intervention for public health policymaking. It described the design and development of the generic frame of the In2Action game focusing on enhancing collaboration in local public health policymaking networks. By keeping the game generic, it became suitable for each of the three country cases with only minor changes. The generic frame of the game is expected to be generalizable for other European countries to stimulate interaction and collaboration in the policy process.

  16. Introduction to Chemical Engineering Reactor Analysis: A Web-Based Reactor Design Game

    Science.gov (United States)

    Orbey, Nese; Clay, Molly; Russell, T.W. Fraser

    2014-01-01

    An approach to explain chemical engineering through a Web-based interactive game design was developed and used with college freshman and junior/senior high school students. The goal of this approach was to demonstrate how to model a lab-scale experiment, and use the results to design and operate a chemical reactor. The game incorporates both…

  17. A Game Based e-Learning System to Teach Artificial Intelligence in the Computer Sciences Degree

    Science.gov (United States)

    de Castro-Santos, Amable; Fajardo, Waldo; Molina-Solana, Miguel

    2017-01-01

    Our students taking the Artificial Intelligence and Knowledge Engineering courses often encounter a large number of problems to solve which are not directly related to the subject to be learned. To solve this problem, we have developed a game based e-learning system. The elected game, that has been implemented as an e-learning system, allows to…

  18. From Playing to Designing: Enhancing Educational Experiences with Location-Based Mobile Learning Games

    Science.gov (United States)

    Edmonds, Roger; Smith, Simon

    2017-01-01

    This paper presents research into the benefits and implementation strategies of integrating location-based mobile learning games in higher education courses to enhance educational experiences. Two approaches were studied: learning by playing, and learning by designing. In the first, games were developed for undergraduate courses in four discipline…

  19. The Playground Game: Inquiry‐Based Learning About Research Methods and Statistics

    NARCIS (Netherlands)

    Westera, Wim; Slootmaker, Aad; Kurvers, Hub

    2014-01-01

    The Playground Game is a web-based game that was developed for teaching research methods and statistics to nursing and social sciences students in higher education and vocational training. The complexity and abstract nature of research methods and statistics poses many challenges for students. The

  20. Preparing Instructional Designers for Game-Based Learning: Part III. Game Design as a Collaborative Process

    Science.gov (United States)

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    In this three part series, four professors who teach graduate level courses on the design of instructional video games discuss their perspectives on preparing instructional designers to optimize game-based learning. Part I set the context for the series and one of four panelists discussed what he believes instructional designers should know about…

  1. Game Immersion Experience: Its Hierarchical Structure and Impact on Game-Based Science Learning

    Science.gov (United States)

    Cheng, M.-T.; She, H.-C.; Annetta, L. A.

    2015-01-01

    Many studies have shown the positive impact of serious educational games (SEGs) on learning outcomes. However, there still exists insufficient research that delves into the impact of immersive experience in the process of gaming on SEG-based science learning. The dual purpose of this study was to further explore this impact. One purpose was to…

  2. Earthquake: Game-based learning for 21st century STEM education

    Science.gov (United States)

    Perkins, Abigail Christine

    To play is to learn. A lack of empirical research within game-based learning literature, however, has hindered educational stakeholders to make informed decisions about game-based learning for 21st century STEM education. In this study, I modified a research and development (R&D) process to create a collaborative-competitive educational board game illuminating elements of earthquake engineering. I oriented instruction- and game-design principles around 21st century science education to adapt the R&D process to develop the educational game, Earthquake. As part of the R&D, I evaluated Earthquake for empirical evidence to support the claim that game-play results in student gains in critical thinking, scientific argumentation, metacognitive abilities, and earthquake engineering content knowledge. I developed Earthquake with the aid of eight focus groups with varying levels of expertise in science education research, teaching, administration, and game-design. After developing a functional prototype, I pilot-tested Earthquake with teacher-participants (n=14) who engaged in semi-structured interviews after their game-play. I analyzed teacher interviews with constant comparison methodology. I used teachers' comments and feedback from content knowledge experts to integrate game modifications, implementing results to improve Earthquake. I added player roles, simplified phrasing on cards, and produced an introductory video. I then administered the modified Earthquake game to two groups of high school student-participants (n = 6), who played twice. To seek evidence documenting support for my knowledge claim, I analyzed videotapes of students' game-play using a game-based learning checklist. My assessment of learning gains revealed increases in all categories of students' performance: critical thinking, metacognition, scientific argumentation, and earthquake engineering content knowledge acquisition. Players in both student-groups improved mostly in critical thinking, having

  3. Game Theory and Risk-Based Levee System Design

    Science.gov (United States)

    Hui, R.; Lund, J. R.; Madani, K.

    2014-12-01

    Risk-based analysis has been developed for optimal levee design for economic efficiency. Along many rivers, two levees on opposite riverbanks act as a simple levee system. Being rational and self-interested, land owners on each river bank would tend to independently optimize their levees with risk-based analysis, resulting in a Pareto-inefficient levee system design from the social planner's perspective. Game theory is applied in this study to analyze decision making process in a simple levee system in which the land owners on each river bank develop their design strategies using risk-based economic optimization. For each land owner, the annual expected total cost includes expected annual damage cost and annualized construction cost. The non-cooperative Nash equilibrium is identified and compared to the social planner's optimal distribution of flood risk and damage cost throughout the system which results in the minimum total flood cost for the system. The social planner's optimal solution is not feasible without appropriate level of compensation for the transferred flood risk to guarantee and improve conditions for all parties. Therefore, cooperative game theory is then employed to develop an economically optimal design that can be implemented in practice. By examining the game in the reversible and irreversible decision making modes, the cost of decision making myopia is calculated to underline the significance of considering the externalities and evolution path of dynamic water resource problems for optimal decision making.

  4. Mobile game for Kaamos Games

    OpenAIRE

    Takkunen, Lasse

    2016-01-01

    This thesis was conducted for a startup game company called Kaamos Games Oy. The company specializes in the development of mobile games, and was looking to expand their expertise and list of developed games. The aim of this thesis was to develop a mobile game for Kaamos Games. The thesis introduces concepts which are relevant to mobile game development and the game development process. The general stages of a game development process are explained and the activities that went into this de...

  5. Gamification and Game-Based Learning

    Science.gov (United States)

    Karagiorgas, Dimitrios N.; Niemann, Shari

    2017-01-01

    In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…

  6. Agriscience Teachers' Implementation of Digital Game-based Learning in an Introductory Animal Science Course

    Science.gov (United States)

    Webb, Angela W.; Bunch, J. C.; Wallace, Maria F. G.

    2015-12-01

    In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based learning in an introductory animal science course. From interviews with agriscience teachers on their experiences with the game, three themes emerged: (1) the constraints of inadequate and inappropriate technologies, and time to game implementation; (2) the shift in teacher and student roles necessitated by implementing the game; and (3) the inherent competitive nature of learning through the game. Based on these findings, we recommend that pre-service and in-service professional development opportunities be developed for teachers to learn how to implement digital game-based learning effectively. Additionally, with the potential for simulations that address cross-cutting concepts in the next generation science standards, digital game-based learning should be explored in various science teaching and learning contexts.

  7. Sex, Lies and Video Games

    Science.gov (United States)

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  8. The Development of Educational Games Supported by a Pedagogical Tutor Agent

    Science.gov (United States)

    da Silva Lewandowski, Franciele; Pereira, Adriana Soares

    New technologies of information provide facilities for the didactic means of education. This article presents the development of two educational games supported by agents that help students during their interaction with the games. The proposed agent is based on a pedagogical concept that seeks to respect students’ individual development and learning. The educational games are: “Password Game”, which stimulates logic reasoning; and “Math Space”, which helps the basic learning of mathematics. They were developed in Flash programming, and were aimed at children from the first to the third years of Elementary School.

  9. Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

    Science.gov (United States)

    de Vet, Emely; Chinapaw, Mai JM; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-01-01

    correlate of both active and non-active gaming, indicating that both types of gaming are habitual behaviors. Although these results should be interpreted with caution because of the limitations of the study, they do provide preliminary insights into potential correlates of active and non-active gaming that can be used for further research as well as preliminary direction for the development of effective intervention strategies for replacing non-active gaming by active gaming among adolescents. PMID:25654657

  10. A Virtual Environment based Serious Game to Support Health Education

    Directory of Open Access Journals (Sweden)

    Tiago Gomes

    2014-03-01

    Full Text Available APEX was developed as a framework for ubiquitous computing (ubicomp prototyping through virtual environments. In this paper the framework is used as a platform for developing a serious game designed to instruct and to inform. The paper describes the Asthma game, a game aimed at raising awareness among children of asthma triggers in the home. It is designed to stimulate a healthier life-style for those with asthma and respiratory problems. The game was developed as the gamification of a checklist for the home environment of asthma patients.

  11. DEVELOPMENT MONOPOLY: A Simulation Game on Poverty and Inequality

    Science.gov (United States)

    Ansoms, An; Geenen, Sara

    2012-01-01

    DEVELOPMENT MONOPOLY is a simulation game that allows players to experience how power relations influence the agency of different socioeconomic groups, and how this can induce poverty and inequality. Players alter the original rules of the MONOPOLY board game so that they more accurately reflect social stratification and inequalities in the…

  12. Science Games and the Development of Scientific Possible Selves

    Science.gov (United States)

    Beier, Margaret E.; Miller, Leslie M.; Wang, Shu

    2012-01-01

    Serious scientific games, especially those that include a virtual apprenticeship component, provide players with realistic experiences in science. This article discusses how science games can influence learning about science and the development of science-oriented possible selves through repeated practice in professional play and through social…

  13. Learning Objective-C by developing iPhone games

    CERN Document Server

    Walters, Joseph

    2014-01-01

    Written as a practical and engaging tutorial, this book guides you through the development of your own exciting, fully featured, games.If you are a beginner and an enthusiast who dreams about creating games and is in need of some additional inspiration and knowledge, then this book is for you. No programming experience is expected.

  14. Development and validation of a game addiction scale

    NARCIS (Netherlands)

    Lemmens, J.S.; Valkenburg, P.M.; Peter, J.

    2008-01-01

    The aim of this study was to develop and validate a scale to measure computer and videogame addiction. Inspired by earlier theories and research on game and internet addiction, we created 21 items to measure seven criteria for game addiction (i.e., salience, tolerance, mood modification, relapse,

  15. Searching for Sentient Design Tools for Game Development

    DEFF Research Database (Denmark)

    Liapis, Antonios

    a large volume of game content or to reduce designer effort by automating the mechanizable aspects of content creation, such as feasibility checking. However elaborate the type of content such tools can create, they remain subservient to their human developers/creators (who have tightly designed all......Over the last twenty years, computer games have grown from a niche market targeting young adults to an important player in the global economy, engaging millions of people from different cultural backgrounds. As both the number and the size of computer games continue to rise, game companies handle...... increasing demand by expanding their cadre, compressing development cycles and reusing code or assets. To limit development time and reduce the cost of content creation, commercial game engines and procedural content generation are popular shortcuts. Content creation tools are means to either generate...

  16. Science games and the development of scientific possible selves

    Science.gov (United States)

    Beier, Margaret E.; Miller, Leslie M.; Wang, Shu

    2012-12-01

    Serious scientific games, especially those that include a virtual apprenticeship component, provide players with realistic experiences in science. This article discusses how science games can influence learning about science and the development of science-oriented possible selves through repeated practice in professional play and through social influences (e.g., peer groups). We first review the theory of possible selves (Markus and Nurius 1986) and discuss the potential of serious scientific games for influencing the development of scientific possible selves. As part of our review, we present a forensic game that inspired our work. Next we present a measure of scientific possible selves and assess its reliability and validity with a sample of middle-school students ( N = 374). We conclude by discussing the promise of science games and the development of scientific possible selves on both the individual and group levels as a means of inspiring STEM careers among adolescents.

  17. The Effects of Modified Games on the Development of Gross Motor Skill in Preschoolers

    Science.gov (United States)

    Lestari, Indah; Ratnaningsih, Tri

    2016-01-01

    Gross motor skills on children must be optimized much earlier since it plays important role not only on their interaction process but also in supporting other multiple developments. One of the means in developing child's motor skill is by providing innovative games i.e. modified games including game format, game timing, and game sequence. The…

  18. Forest insurance market participants’ game behavior in China: An analysis based on tripartite dynamic game model

    Directory of Open Access Journals (Sweden)

    Ning Ma

    2015-11-01

    Full Text Available Purpose: In forest insurance market, there are three main participants including the insurance company, the forest farmer and the government. As different participant has different benefit object, there will be a complex and dynamic game relationship among all participants. The purpose of this paper is to make the game relationship among all participants in forest insurance market clear, and then to put forward some policy suggestions on the implementation of forest insurance from the view of game theory. Design/methodology/approach: Firstly, the static game model between the insurance company and the forest farmer is set up. According to the result of static game model, it’s difficult to implement forest insurance without government. Secondly, the tripartite dynamic game model among the government, the insurance company and the forest farmer is proposed, and the equilibrium solution of tripartite dynamic game model is acquired. Finally, the behavioral characteristics of all participants are analyzed according to the equilibrium solution of tripartite dynamic game model. Findings: the government’s allowance will be an important positive factor to implement forest insurance. The loss of the insurance company, which the lower insurance premium brings, can be compensated by the allowance from the government. The more the government provides allowance, the more actively the insurance company will implement forest insurance at a low insurance premium. In this situation, the forest farmer will be more likely to purchase the forest insurance, then the scope of forest insurance implementation will expend. Originality/value: There is a complex and dynamic game relationship among all participants in forest insurance market. Based on the tripartite dynamic game model, to make the game relationship between each participant clear is conducive to the implementation of forest insurance market in China.

  19. Case-Based Plan Recognition in Computer Games

    OpenAIRE

    Fagan, Michael; Cunningham, Padraig

    2003-01-01

    In this paper we explore the use of case-based plan recognition to predict a player?s actions in a computer game. The game we work with is the classic Space Invaders game and we show that case-based plan recognition can produce good prediction accuracy in real-time, working with a fairly simple game representation. Our evaluation suggests that a personalized plan library will produce better prediction accuracy but, for Space Invaders, good accuracy can be produced using a pl...

  20. An overview of game-based learning in building services engineering education

    Science.gov (United States)

    Alanne, Kari

    2016-03-01

    To ensure proper competence development and short graduation times for engineering students, it is essential that the study motivation is encouraged by new learning methods. In game-based learning, the learner's engagement is increased and learning is made meaningful by applying game-like features such as competition and rewarding through virtual promotions or achievement badges. In this paper, the state of the art of game-based learning in building services engineering education at university level is reviewed and discussed. A systematic literature review indicates that educational games have been reported in the field of related disciplines, such as mechanical and civil engineering. The development of system-level educational games that realistically simulate work life in building services engineering is still in its infancy. Novel rewarding practices and more comprehensive approaches entailing the state-of-the-art information tools such as building information modelling, geographic information systems, building management systems and augmented reality are needed in the future.

  1. A New Design Approach to game or play based learning

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    Abstract: The present paper proposes a new design perspective for game based learning. The general idea is to abandon the long and sought after dream of designing a closed learning system, where students from elementary school to high school without teachers’ interference could learn whatever...... subject they wanted sitting in front of a computer. This dream is a caricature I know, but it still lurks in the background whenever we speak, read or write about learning with computer games. The entire field of learning with games is called serious games since they profoundly find themselves...... on collision course with of-the-shelf-commercial entertainment games. This paper wants to promote two different yet interconnected ideas. The first aims at describing a different design perspective for game based learning which in many ways will provoke not only the above mentioned latent dream of a closed...

  2. A New Design Approach to Game-Based learning

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    2012-01-01

    they wanted while sitting in front of a computer. This describes a caricature, I know, but it still lurks in the background whenever we speak of, read or write about learning with computer games. The entire field of learning with games is called ‘serious games’, since they find themselves on a direct...... collision course with off-the-shelf, commercial entertainment games. This paper promotes two different yet interconnected ideas. The first aims to describe a new design perspective for game-based learning, which in many ways not only will provoke the abovementioned latent dream of a closed game...... to ground the student’s reason to learn. This paper proposes a different approach: using visualisation in immersive 3D worlds as both documentation of learning progress and as a reward system which motivates further learning. The overall design idea is to build a game based learning system from three...

  3. Computer-Based Simulation Games in Public Administration Education

    OpenAIRE

    Kutergina Evgeniia

    2017-01-01

    Computer simulation, an active learning technique, is now one of the advanced pedagogical technologies. Th e use of simulation games in the educational process allows students to gain a firsthand understanding of the processes of real life. Public- administration, public-policy and political-science courses increasingly adopt simulation games in universities worldwide. Besides person-to-person simulation games, there are computer-based simulations in public-administration education. Currently...

  4. Leveraging Mobile Games for Place-Based Language Learning

    Science.gov (United States)

    Holden, Christopher L.; Sykes, Julie M.

    2011-01-01

    This paper builds on the emerging body of research aimed at exploring the educational potential of mobile technologies, specifically, how to leverage place-based, augmented reality mobile games for language learning. Mentira is the first place-based, augmented reality mobile game for learning Spanish in a local neighborhood in the Southwestern…

  5. Game-Based Virtual Worlds as Decentralized Virtual Activity Systems

    Science.gov (United States)

    Scacchi, Walt

    There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).

  6. Evidence-based guidelines for wise use of electronic games by children.

    Science.gov (United States)

    Straker, Leon; Abbott, Rebecca; Collins, Rachel; Campbell, Amity

    2014-01-01

    Electronic games (e-games) are widely used by children, often for substantial durations, yet to date there are no evidence-based guidelines regarding their use. The aim of this paper is to present guidelines for the wise use of e-games by children based on a narrative review of the research. This paper proposes a model of factors that influence child-e-games interaction. It summarises the evidence on positive and negative effects of use of e-games on physical activity and sedentary behaviour, cardio-metabolic health, musculoskeletal health, motor coordination, vision, cognitive development and psychosocial health. Available guidelines and the role of guidelines are discussed. Finally, this information is compiled into a clear set of evidence-based guidelines, about wise use of e-games by children, targeting children, parents, professionals and the e-game industry. These guidelines provide an accessible synthesis of available knowledge and pragmatic guidelines based on e-game specific evidence and related research.

  7. Ice Flows: A Game-based Learning approach to Science Communication

    Science.gov (United States)

    Le Brocq, Anne

    2017-04-01

    Game-based learning allows people to become immersed in an environment, and learn how the system functions and responds to change through playing a game. Science and gaming share a similar characteristic: they both involve learning and understanding the rules of the environment you are in, in order to achieve your objective. I will share experiences of developing and using the educational game "Ice Flows" for science communication. The game tasks the player with getting a penguin to its destination, through controlling the size of the ice sheet via ocean temperature and snowfall. Therefore, the game aims to educate the user about the environmental controls on the behaviour of the ice sheet, whilst they are enjoying playing a game with penguins. The game was funded by a NERC Large Grant entitled "Ice shelves in a warming world: Filchner Ice Shelf system, Antarctica", so uses data from the Weddell Sea sector of the West Antarctic Ice Sheet to generate unique levels. The game will be easily expandable to other regions of Antarctica and beyond, with the ultimate aim of giving a full understanding to the user of different ice flow regimes across the planet.

  8. Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity.

    Science.gov (United States)

    Pope, Lizzy; Garnett, Bernice; Dibble, Marguerite

    2017-08-29

    Involving youth in the development of a mobile game designed to increase physical activity may increase relevancy and adoption. To share the development process used to create a gaming app aimed at incentivizing physical activity in high school students. Five focus groups were conducted with high school students (N=50) to understand gaming behaviors. A subset of students from the focus groups chose to complete a Web-based survey (N=10). Four different versions of gaming artwork and concept design based on student input were pilot tested (N=35), and group consensus building determined the direction of the game. The 4 game versions differed in their artwork style and gaming concept with some requiring competition versus cooperation, or being more individual versus team based. Group consensus building meant that all artwork and game concept options were displayed at the front of a classroom. Students could then vote for their top artwork and concept choices by putting stickers on the top 1 or 2 artwork and concept options that they liked best. Once all votes were cast, investigators discussed the voting results with students, and brainstormed ways to incorporate popular aspects of the 3 "losing" artwork and game concepts into the winning ideas. Focus group transcripts were analyzed for common themes. Artwork and gaming concept-voting data was tallied at the time of voting to share with students in real time. Focus groups and survey results revealed important themes for a successful gaming app: (1) competition, (2) balanced in-game rewards, (3) accessibility, and (4) aesthetic features. Consensus voting indicated the popularity of a collaborative competitive content design (35/66, 53%) and playful art (27/71, 38%). To ensure saliency and effectiveness of game-based physical activity interventions, youth need to be included in design and implementation. Furthermore, the unique preferences and social constructs of high school students need to be considered during

  9. EEG-based "serious" games and monitoring tools for pain management.

    Science.gov (United States)

    Sourina, Olga; Wang, Qiang; Nguyen, Minh Khoa

    2011-01-01

    EEG-based "serious games" for medical applications attracted recently more attention from the research community and industry as wireless EEG reading devices became easily available on the market. EEG-based technology has been applied in anesthesiology, psychology, etc. In this paper, we proposed and developed EEG-based "serious" games and doctor's monitoring tools that could be used for pain management. As EEG signal is considered to have a fractal nature, we proposed and develop a novel spatio-temporal fractal based algorithm for brain state quantification. The algorithm is implemented with blobby visualization tools for patient monitoring and in EEG-based "serious" games. Such games could be used by patient even at home convenience for pain management as an alternative to traditional drug treatment.

  10. Mobile Game Development: Object-Orientation or Not

    DEFF Research Database (Denmark)

    Zhang, Weishan; Han, Dong; Kunz, Thomas

    2007-01-01

    Mobile games are one of the primary entertainment applications at present. Limited by scarce resources, such as memory, CPU, input and output, etc, mobile game development is more difficult than desktop application development, with performance as one of the top critical requirements. As object...... for the development of mobile device applications (but normal for usual desktop applications). We then apply some optimization strategies along the way of structural programming. The experiment shows that the total jar file size of these five optimized games decreases 71%, the lines of codes decreases 59......-oriented technology is the prevalent programming paradigm, most of the current mobile games are developed with object-orientation (OO) technologies. Intuitively OO is not a perfect paradigm for embedded software. Questions remain such as how OO and to what degree OO will affect the performance, executable file size...

  11. Murder on Grimm Isle: The Impact of Game Narrative Design in an Educational Game-Based Learning Environment

    Science.gov (United States)

    Dickey, Michele D.

    2011-01-01

    The purpose of this research is to investigate the impact of narrative design in a game-based learning environment. Specifically, this investigation focuses the narrative design in an adventure-styled, game-based learning environment for fostering argumentation writing by looking at how the game narrative impacted player/learner (1) intrinsic…

  12. Remote Labs and Game-Based Learning for Process Control

    Science.gov (United States)

    Zualkernan, Imran A.; Husseini, Ghaleb A.; Loughlin, Kevin F.; Mohebzada, Jamshaid G.; El Gaml, Moataz

    2013-01-01

    Social networking platforms and computer games represent a natural informal learning environment for the current generation of learners in higher education. This paper explores the use of game-based learning in the context of an undergraduate chemical engineering remote laboratory. Specifically, students are allowed to manipulate chemical…

  13. A theory of game trees, based on solution trees

    NARCIS (Netherlands)

    W.H.L.M. Pijls (Wim); A. de Bruin (Arie); A. Plaat (Aske)

    1996-01-01

    textabstractIn this paper a complete theory of game tree algorithms is presented, entirely based upon the notion of a solution tree. Two types of solution trees are distinguished: max and min solution trees respectively. We show that most game tree algorithms construct a superposition of a max and a

  14. Using Game-Based Learning to Teach Psychopharmacology

    Science.gov (United States)

    Scarlet, Janina; Ampolos, Lauren

    2013-01-01

    This article reviews several approaches used to teach psychopharmacology for graduate clinical psychology students. In order to promote engagement and increase student interest, students were broken up into groups and were asked to demonstrate their understanding of the material through a variety of interactive games (i.e., game-based learning, or…

  15. Reference task-based design of crisis management games

    NARCIS (Netherlands)

    Link, Daniel; Meesters, Kenny; Hellingrath, Bernd; van de Walle, B.A.; Hiltz, S.R.; Pfaff, M.S.; Plotnick, L.; Shih, P.C.

    Serious games are an effective tool for giving players a hands-on, immersive experience of crisis situations. To simplify the design of such games while ensuring their relevance, we propose a design method that is based on reference tasks. The feasibility of this approach is demonstrated by the

  16. Mobile Games for Learning: A Pattern-Based Approach

    NARCIS (Netherlands)

    Schmitz, Birgit

    2015-01-01

    The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and effective for learning environments are investigated. The base for exploration is the pattern approach as an established form of

  17. Honing Emotional Intelligence with Game-Based Crucible Experiences

    Science.gov (United States)

    Raybourn, Elaine M.

    2011-01-01

    The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one's emotional intelligence. Subsequent sections describe the design of game-based, intercultural crucible experiences and how this design was employed for training with members of the United States Marine Corps…

  18. Tools and Approaches for Simplifying Serious Games Development in Educational Settings

    OpenAIRE

    Calvo, Antonio; Rotaru, Dan C.; Freire, Manuel; Fernandez-Manjon

    2016-01-01

    Serious Games can benefit from the commercial video games industry by taking advantage of current development tools. However, the economics and requirements of serious games and commercial games are very different. In this paper, we describe the factors that impact the total cost of ownership of serious games used in educational settings, review the specific requirements of games used as learning material, and analyze the different development tools available in the industry highlighting thei...

  19. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

    When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games. With networked consoles and smartphones it is becoming harder and harder to find players in the wealthy industrialized countries who play “offline” digital games. Most games developers now include ...

  20. Playable One-Switch Video Games for Children with Severe Motor Disabilities Based on GNomon

    Directory of Open Access Journals (Sweden)

    Sebastián Aced López

    2015-12-01

    Full Text Available Being able to play games in early years is very important for the development of children. Even though, children with physical disabilities encounter several obstacles that exclude them from engaging in many popular games. In particular, children with severe motor disabilities that rely on one-switch interfaces for accessing electronic devices find dynamic video games completely unplayable. In this paper we present the development and evaluation of GNomon: a framework, based on the NOMON interaction modality, that enables the creation of dynamic one-switch games for children with severe motor disabilities. The framework was designed following a series of guidelines elicited in close collaboration with a team of speech therapists, physiotherapists and psychologists from one of the Local Health Agencies in Turin, Italy. Likewise, three mini games were developed for testing the playability of GNomon-based games. Finally, we conducted a series of trials with 8 children with severe motor disabilities assisted by the health agency, in which we found that all of them enjoyed playing the GNomon- based mini games and that 7 of them were able to interact and play autonomously.

  1. Rough Set Theory Based Fuzzy TOPSIS on Serious Game Design Evaluation Framework

    Directory of Open Access Journals (Sweden)

    Chung-Ho Su

    2013-01-01

    Full Text Available This study presents a hybrid methodology for solving the serious game design evaluation in which evaluation criteria are based on meaningful learning, ARCS motivation, cognitive load, and flow theory (MACF by rough set theory (RST and experts’ selection. The purpose of this study tends to develop an evaluation model with RST based fuzzy Delphi-AHP-TOPSIS for MACF characteristics. Fuzzy Delphi method is utilized for selecting the evaluation criteria, Fuzzy AHP is used for analyzing the criteria structure and determining the evaluation weight of criteria, and Fuzzy TOPSIS is applied to determine the sequence of the evaluations. A real case is also used for evaluating the selection of MACF criteria design for four serious games, and both the practice and evaluation of the case could be explained. The results show that the playfulness (C24, skills (C22, attention (C11, and personalized (C35 are determined as the four most important criteria in the MACF selection process. And evaluation results of case study point out that Game 1 has the best score overall (Game 1 > Game 3 > Game 2 > Game 4. Finally, proposed evaluation framework tends to evaluate the effectiveness and the feasibility of the evaluation model and provide design criteria for relevant multimedia game design educators.

  2. Evaluation of Continuation Desire as an Iterative Game Development Method

    DEFF Research Database (Denmark)

    Schoenau-Fog, Henrik; Birke, Alexander; Reng, Lars

    2012-01-01

    use an evaluation method which focuses on assessing the desire to continue playing as an indicator of player engagement. This feedback can then be applied to detect and prevent any design decisions that would jeopardise a game's level of player engagement. The process is exemplified by a case study...... concerning a crowd game which is controlled by smartphones and is intended to be played by audiences in cinemas and at venues with large screens. The case study demonstrates how the approach can be used to help improve the desire to continue when developing a game....

  3. SIDH: A Game-Based Architecture for a Training Simulator

    Directory of Open Access Journals (Sweden)

    P. Backlund

    2009-01-01

    Full Text Available Game-based simulators, sometimes referred to as “lightweight” simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simulator by introducing multiple screen view and physical interaction. These features are expected to enhance immersion and fidelity. By utilizing these concepts we have constructed a training simulator for breathing apparatus entry. Game hardware and software have been used to produce the application. More important, the application itself is deliberately designed to be a game. Indeed, one important design goal is to create an entertaining and motivating experience combined with learning goals in order to create a serious game. The system has been evaluated in cooperation with the Swedish Rescue Services Agency to see which architectural features contribute to perceived fidelity. The modes of visualization and interaction as well as level design contribute to the usefulness of the system.

  4. Exploiting Textured 3D Models for Developing Serious Games

    Directory of Open Access Journals (Sweden)

    G. Kontogianni

    2015-08-01

    Full Text Available Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc. is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D® game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.

  5. Exploiting Textured 3D Models for Developing Serious Games

    Science.gov (United States)

    Kontogianni, G.; Georgopoulos, A.

    2015-08-01

    Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc.) is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D® game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.

  6. The development of the Problematic Online Gaming Questionnaire (POGQ.

    Directory of Open Access Journals (Sweden)

    Zsolt Demetrovics

    Full Text Available BACKGROUND: Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. AIM: The aim of this study was to uncover and operationalize the components of problematic online gaming. METHODS: A total of 3415 gamers (90% males; mean age 21 years, were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA and confirmatory factor analysis (CFA was applied. Latent profile analysis was applied to identify persons at-risk. RESULTS: EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions--preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal--the 18-item Problematic Online Gaming Questionnaire (POGQ proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. CONCLUSIONS: The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales.

  7. Parrondo's games based on complex networks and the paradoxical effect.

    Directory of Open Access Journals (Sweden)

    Ye Ye

    Full Text Available Parrondo's games were first constructed using a simple tossing scenario, which demonstrates the following paradoxical situation: in sequences of games, a winning expectation may be obtained by playing the games in a random order, although each game (game A or game B in the sequence may result in losing when played individually. The available Parrondo's games based on the spatial niche (the neighboring environment are applied in the regular networks. The neighbors of each node are the same in the regular graphs, whereas they are different in the complex networks. Here, Parrondo's model based on complex networks is proposed, and a structure of game B applied in arbitrary topologies is constructed. The results confirm that Parrondo's paradox occurs. Moreover, the size of the region of the parameter space that elicits Parrondo's paradox depends on the heterogeneity of the degree distributions of the networks. The higher heterogeneity yields a larger region of the parameter space where the strong paradox occurs. In addition, we use scale-free networks to show that the network size has no significant influence on the region of the parameter space where the strong or weak Parrondo's paradox occurs. The region of the parameter space where the strong Parrondo's paradox occurs reduces slightly when the average degree of the network increases.

  8. Parrondo's games based on complex networks and the paradoxical effect.

    Science.gov (United States)

    Ye, Ye; Wang, Lu; Xie, Nenggang

    2013-01-01

    Parrondo's games were first constructed using a simple tossing scenario, which demonstrates the following paradoxical situation: in sequences of games, a winning expectation may be obtained by playing the games in a random order, although each game (game A or game B) in the sequence may result in losing when played individually. The available Parrondo's games based on the spatial niche (the neighboring environment) are applied in the regular networks. The neighbors of each node are the same in the regular graphs, whereas they are different in the complex networks. Here, Parrondo's model based on complex networks is proposed, and a structure of game B applied in arbitrary topologies is constructed. The results confirm that Parrondo's paradox occurs. Moreover, the size of the region of the parameter space that elicits Parrondo's paradox depends on the heterogeneity of the degree distributions of the networks. The higher heterogeneity yields a larger region of the parameter space where the strong paradox occurs. In addition, we use scale-free networks to show that the network size has no significant influence on the region of the parameter space where the strong or weak Parrondo's paradox occurs. The region of the parameter space where the strong Parrondo's paradox occurs reduces slightly when the average degree of the network increases.

  9. Conducting Scientific Research on Learning and Health Behavior Change with Computer-Based Health Games

    Science.gov (United States)

    Mayer, Richard E.; Lieberman, Debra A.

    2011-01-01

    This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…

  10. DEVELOPMENT OF A GAME FOR THE EVALUATION OF OPERATIVE STRUCTURE IN TEENAGERS WITH DOWN SYNDROME

    Directory of Open Access Journals (Sweden)

    Flávio Cezar Amate

    2014-05-01

    Full Text Available When an individual presents some type of mental deficiency, there is a tendency to expose him to innumerous evaluations, repeating them several times in a short period so as to verify his development. In some cases, the evaluation is tiring and could lead to the desistance of the person evaluated and to the   exhaustion of the appraiser. In this article a computational game was developed in Flash for teenagers with the Down Syndrome that demonstrate light or moderate mental deficiency to evaluate cognitive seriation functions and classes inclusion based on the Jean Piaget theory. The game is set up in a kitchen where the individual  to be evaluated  helps the principal character in achieving tasks. After the termination of the activities a report is made with the  analysis  of the operative structures  demonstrated. To evaluate the efficiency of the game, the subjects went through the evaluation of the operative tests and then played the game. Two pilot tests were made and applied to 13 teenagers with the Down Syndrome. The analysis showed that the method minimizes subjectivity and manipulation of the material needing less time making the report as the  game is produced immediately. There was a bigger interest because the game contextualizes the tests even when the individual had verbal difficulty  the evaluation access was possible through the game which didn´t occur when applied in the real tests

  11. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

    Part 4: Short Papers; International audience; Video games can be appropriated for productive purposes. Commercial games and game engines are often used for video productions, and game development companies provide development kits and modding environments to gaming communities and independent developers. With gamification, game principles are deployed in non-game contexts for benefits beyond pure entertainment. Most approaches are more focused on using games and their design elements rather t...

  12. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

    Recently self-referentiality have occurred as a trend among game designers and have also enjoyed sporadic attention in academia. However, in academia, discussions of self-referential games often rest on proceduralist arguments and a too exclusive focus on the game object. This paper draws...... on the typology of meta-pictures developed by art historian J.W.T. Mitchell. Based on this typology, this paper discusses the notion of meta-games and suggest a broad conception of such games that includes not only the game object, but also the player and the discourse in which it is interpreted....

  13. Development and content validity of a screening instrument for gaming addiction in adolescents: the Gaming Addiction Identification Test (GAIT).

    Science.gov (United States)

    Vadlin, Sofia; Åslund, Cecilia; Nilsson, Kent W

    2015-08-01

    This study describes the development of a screening tool for gaming addiction in adolescents - the Gaming Addiction Identification Test (GAIT). Its development was based on the research literature on gaming and addiction. An expert panel comprising professional raters (n = 7), experiential adolescent raters (n = 10), and parent raters (n = 10) estimated the content validity of each item (I-CVI) as well as of the whole scale (S-CVI/Ave), and participated in a cognitive interview about the GAIT scale. The mean scores for both I-CVI and S-CVI/Ave ranged between 0.97 and 0.99 compared with the lowest recommended I-CVI value of 0.78 and the S-CVI/Ave value of 0.90. There were no sex differences and no differences between expert groups regarding ratings in content validity. No differences in the overall evaluation of the scale emerged in the cognitive interviews. Our conclusions were that GAIT showed good content validity in capturing gaming addiction. The GAIT needs further investigation into its psychometric properties of construct validity (convergent and divergent validity) and criterion-related validity, as well as its reliability in both clinical settings and in community settings with adolescents. © 2015 Scandinavian Psychological Associations and John Wiley & Sons Ltd.

  14. Design and Development of Educational Games for Children on Mobile Devices

    OpenAIRE

    Galun, Mojca

    2016-01-01

    An overview of existing educational games for children on Android mobile platform and categorisation was made. The best games in each category are presented and used as examples for preparing recommendations on implementation of such games. The largest deficiency of games in Slovenian is noticed in the category Alphabet. Because of this, we have designed and developed a game called Žirafko's adventure (slov. Žirafkovo potovanje). In this game, users must find the first letters of depicted obj...

  15. The Effects of Applying Game-Based Learning to Webcam Motion Sensor Games for Autistic Students' Sensory Integration Training

    Science.gov (United States)

    Li, Kun-Hsien; Lou, Shi-Jer; Tsai, Huei-Yin; Shih, Ru-Chu

    2012-01-01

    This study aims to explore the effects of applying game-based learning to webcam motion sensor games for autistic students' sensory integration training for autistic students. The research participants were three autistic students aged from six to ten. Webcam camera as the research tool wad connected internet games to engage in motion sensor…

  16. Serious games for global education digital game-based learning in the english as a foreign language (EFL) classroom

    CERN Document Server

    Müller, Claudia

    2017-01-01

    The author of this book conducted different studies to investigate the potential of serious games for global education when used in EFL classrooms. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.

  17. Fabrication of Games and Learning

    DEFF Research Database (Denmark)

    Schoenau-Fog, Henrik; Reng, Lars; Kofoed, Lise

    2015-01-01

    The concept of Game based learning has proven to have many possibilities for supporting better learning outcomes, when using educational or commercial games in the classroom. However, there is also a great potential in using game development as a motivator in several other kinds of learning...... scenarios. Using game development as an approach for including game based learning in various educations has become more accessible due to more user friendly game development tools and systems. This study will thus focus on an exploration on how game development motivates students and what they learn when...... creating games. We exemplify the potential of using game fabrication as a learning environment with the investigation of a game production, which involved over 25 students across semesters. In order to investigate students’ experiences during this purposive game production, we set up an experiment where...

  18. Quantum game theory based on the Schmidt decomposition

    International Nuclear Information System (INIS)

    Ichikawa, Tsubasa; Tsutsui, Izumi; Cheon, Taksu

    2008-01-01

    We present a novel formulation of quantum game theory based on the Schmidt decomposition, which has the merit that the entanglement of quantum strategies is manifestly quantified. We apply this formulation to 2-player, 2-strategy symmetric games and obtain a complete set of quantum Nash equilibria. Apart from those available with the maximal entanglement, these quantum Nash equilibria are extensions of the Nash equilibria in classical game theory. The phase structure of the equilibria is determined for all values of entanglement, and thereby the possibility of resolving the dilemmas by entanglement in the game of Chicken, the Battle of the Sexes, the Prisoners' Dilemma, and the Stag Hunt, is examined. We find that entanglement transforms these dilemmas with each other but cannot resolve them, except in the Stag Hunt game where the dilemma can be alleviated to a certain degree

  19. An Agent Based approach to design Serious Game

    Directory of Open Access Journals (Sweden)

    Manuel Gentile

    2014-06-01

    Full Text Available Serious games are designed to train and educate learners, opening up new learning approaches like exploratory learning and situated cognition.  Despite growing interest in these games, their design is still an artisan process.On the basis of experiences in designing computer simulation, this paper proposes an agent-based approach to guide the design process of a serious game. The proposed methodology allows the designer to strike the right equilibrium between educational effectiveness and entertainment, realism and complexity.The design of the PNPVillage game is used as a case study. The PNPVillage game aims to introduce and foster an entrepreneurial mindset among young students. It was implemented within the framework of the European project “I  can… I cannot… I go!” Rev.2

  20. Quantum game theory based on the Schmidt decomposition

    Energy Technology Data Exchange (ETDEWEB)

    Ichikawa, Tsubasa; Tsutsui, Izumi [Institute of Particle and Nuclear Studies, High Energy Accelerator Research Organization (KEK), Tsukuba 305-0801 (Japan); Cheon, Taksu [Laboratory of Physics, Kochi University of Technology, Tosa Yamada, Kochi 782-8502 (Japan)], E-mail: tsubasa@post.kek.jp, E-mail: izumi.tsutsui@kek.jp, E-mail: taksu.cheon@kochi-tech.ac.jp

    2008-04-04

    We present a novel formulation of quantum game theory based on the Schmidt decomposition, which has the merit that the entanglement of quantum strategies is manifestly quantified. We apply this formulation to 2-player, 2-strategy symmetric games and obtain a complete set of quantum Nash equilibria. Apart from those available with the maximal entanglement, these quantum Nash equilibria are extensions of the Nash equilibria in classical game theory. The phase structure of the equilibria is determined for all values of entanglement, and thereby the possibility of resolving the dilemmas by entanglement in the game of Chicken, the Battle of the Sexes, the Prisoners' Dilemma, and the Stag Hunt, is examined. We find that entanglement transforms these dilemmas with each other but cannot resolve them, except in the Stag Hunt game where the dilemma can be alleviated to a certain degree.

  1. Challenges and opportunities: using a science-based video game in secondary school settings

    Science.gov (United States)

    Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole

    2012-12-01

    Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge and/or understanding, but also in their on-the-ground use (Jaipal and Figg 2010). This paper reports on the use of a science-focused video game in five very different secondary school settings in Ontario, Canada. A mixed-methods approach was used in the study, and included data gathered on general gameplay habits and technology use, as well as informal interviews with teachers and students who played the game. In total, 161 participants played a series of games focused on the "life of a plant", and were given both a pre and post quiz to determine if the game helped them retain and/or change what they knew about scientific processes like plant cell anatomy and photosynthesis. Participants showed statistically significant improvement on quizzes that were taken after playing the game for approximately one-hour sessions, despite difficulties in some cases both accessing and playing the game for the full hour. Our findings also reveal the ongoing challenges in making use of technology in a variety of school sessions, even when using a browser-based game, that demanded very little other than a reliable internet connection.

  2. StreetWise: developing a serious game to support forensic mental health service users' preparation for discharge: a feasibility study.

    Science.gov (United States)

    Reynolds, L M; Davies, J P; Mann, B; Tulloch, S; Nidsjo, A; Hodge, P; Maiden, N; Simpson, A

    2017-05-01

    WHAT IS KNOWN ON THE SUBJECT?: Serious gaming can support learning and development. The use of serious games for skills development and the rehearsal of the management of events that cannot be replicated in real life is well established. Few serious games have been used in mental health services, and none in forensic mental health care. WHAT THIS PAPER ADDS TO EXISTING KNOWLEDGE?: How a serious game may be coproduced by forensic mental health service users and game developers The acceptability of the therapeutic use of serious gaming by forensic mental health service users and providers. WHAT ARE THE IMPLICATIONS FOR PRACTICE?: Computer games may be used by practitioners in their therapeutic work with forensic mental health service users. Mental health nurses to use serious games to creatively and safely bridge the gap for service users between receiving care in controlled environments and living more independent in the community. Introduction Assessment of users' skills and confidence to safely respond to risky community-based situations underpins discharge planning. Serious games have been used for skills development, and this study trialled their use in forensic mental health services. Aim The aim was to develop and test the acceptability and usability of an innovative serious game to support forensic mental health service users' preparation for discharge. Method A prototype serious game was developed by service users and researchers. Acceptability and usability testing was undertaken and service providers interviewed about the acceptability of serious gaming for forensic mental health services. Result A prototype game was produced and successfully trialled by service users. However, both service users and providers identified that work needed to be done to develop and test a game with greater complexity. Discussion The acceptability and usability of using serious games to support service users to develop skills needed for successful discharge was demonstrated

  3. Game Theory-based Channel Selection for LTE-U

    OpenAIRE

    Ciccarelli, Enrico

    2016-01-01

    The Project intends to analyse the performance of a game theory-based channel selection in LTE-U. The main topic of this thesis project is the study of a channel selection strategy for LTE-U based on the game theory. The method consists on a repeated game where each small cell is a player with the purpose of finding the best channel where to set up the LTE-U carrier and it uses the ITEL-BA algorithm in order to make the system to converge to a Nash Equilibrium state. The aim is to evaluate...

  4. Enhancing Surgical Team Performance with Game-Based training

    Directory of Open Access Journals (Sweden)

    Christine Kreutzer

    2016-03-01

    Full Text Available  Poor team communication has been attributed to many patient safety issues in healthcare. Efficacious team training methods are needed. The present study examines the use of a game-based training approach for enhancing surgical team communication skills. Participants who played the game achieved improved declarative knowledge, and had greater levels of training transfer relative to the control group. These results suggest that game-based training may to be a promising mechanism for improving teamwork in the healthcare industry.  

  5. "Because if We Don't Talk about It, How Are We Going to Prevent It?": "Lucidity," a Narrative-Based Digital Game about Sexual Violence

    Science.gov (United States)

    Gilliam, Melissa; Jagoda, Patrick; Jaworski, Erin; Hebert, Luciana E.; Lyman, Phoebe; Wilson, M. Claire

    2016-01-01

    This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab.…

  6. Model based design introduction: modeling game controllers to microprocessor architectures

    Science.gov (United States)

    Jungwirth, Patrick; Badawy, Abdel-Hameed

    2017-04-01

    We present an introduction to model based design. Model based design is a visual representation, generally a block diagram, to model and incrementally develop a complex system. Model based design is a commonly used design methodology for digital signal processing, control systems, and embedded systems. Model based design's philosophy is: to solve a problem - a step at a time. The approach can be compared to a series of steps to converge to a solution. A block diagram simulation tool allows a design to be simulated with real world measurement data. For example, if an analog control system is being upgraded to a digital control system, the analog sensor input signals can be recorded. The digital control algorithm can be simulated with the real world sensor data. The output from the simulated digital control system can then be compared to the old analog based control system. Model based design can compared to Agile software develop. The Agile software development goal is to develop working software in incremental steps. Progress is measured in completed and tested code units. Progress is measured in model based design by completed and tested blocks. We present a concept for a video game controller and then use model based design to iterate the design towards a working system. We will also describe a model based design effort to develop an OS Friendly Microprocessor Architecture based on the RISC-V.

  7. Android Game Development Hunting Philippine Delicacies

    OpenAIRE

    Mary Regina Apsay; Emmanuel Galupo

    2017-01-01

    This study aimed to create an application that would show some Philippine delicacies in game concept using Android Technology. The selected respondents of the study are students in Our Lady of Fatima University Lagro Quezon City Campus. It intends to correlate the demographic profile of the respondents and what the respondents thinks about program in term of accuracy reliability and user friendly. To obtain data the proponents used a survey form it was conducted to the 100 respondents compose...

  8. Android Game Development Hunting Philippine Delicacies

    Directory of Open Access Journals (Sweden)

    Mary Regina Apsay

    2017-11-01

    Full Text Available This study aimed to create an application that would show some Philippine delicacies in game concept using Android Technology. The selected respondents of the study are students in Our Lady of Fatima University Lagro Quezon City Campus. It intends to correlate the demographic profile of the respondents and what the respondents thinks about program in term of accuracy reliability and user friendly. To obtain data the proponents used a survey form it was conducted to the 100 respondents composed of 50 BSTM and 50 BSHRM students. After a thorough analysis of the data it showed that majority of the respondents find the program accurate reliable and user friendly. It was found that male respondents are dominant in terms of number. It was also found that the respondents have a significant difference in the answer depending on the respondents demographic profile. According to the respondents this program will be helpful for the students and for those who want to learn cooking different delicacies. The program also helped them to become more familiar with all the regions in the Philippines through the trivias that they got at the end of each level. The study found that the delicacies in the Philippines would be easily to understand by applying it in-game. Most Filipino citizens are socializing thru mobile and applying it to Android Technology it would be more accessible since it is the most trending mobile platform. The application gives some trivia around the Philippines. The study proven that the user can be aware that they have in they own country. It conclude in this study Hunting Game for Philippine Delicacies Using Android Technology is a good source of information about Philippines delicacies in game concept and attract tourist to visit tourist spots in the Philippines.

  9. Establishing an Educational Game Development Model: From the Experience of Teaching Search Engine Optimization

    Science.gov (United States)

    Lui, Richard W. C.; Au, Cheuk Hang

    2018-01-01

    This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…

  10. Benefits of game-based leisure activities in normal aging and dementia.

    Science.gov (United States)

    Narme, Pauline

    2016-12-01

    Given the increasing prevalence of dementia and the limited efficacy of pharmacological treatments, it is crucial to improve the knowledge of the factors that might delay the onset of dementia for developing non-pharmacological interventions. Recent studies have provided evidence that game-based interventions, especially the practice of video games, could improve the cognitive functioning (e.g. executive functions) in older adults and in demented patients. The positive effects of these games have also been demonstrated on physical health (e.g. improvement of balance and gait). Video gamed-based interventions may also alleviate mood or behavioral disorders, and increase interactions with friends, family, caregivers or other patients. The positive impact of games on these domains (cognitive and physical decline, social isolation) suggests that game-based interventions might contribute to delay the onset of dementia. Thus, playing games might be considered as a protective factor in dementia and even more as a potential non-pharmacological strategy in dementia rather than leisure activity.

  11. Model for the spread of SIS epidemic based on evolution game.

    Science.gov (United States)

    Yang, Fan; Yang, Qing

    2015-01-01

    First, a replicated dynamic equation for the spread of an SIS epidemic was proposed using the game theory. It was concluded that evolutionary stable strategies of an epidemic are (Z, C). Based on the method of multi-agent simulation by swarm 2.2, an evolutionary game model was developed to simulate the spread of an epidemic among individuals. It analyzed detailed information of the evolution and the game relationship between individuals in a micro perspective. The final simulation results were consistent with the conclusion of the replicated dynamic equation.

  12. Using game authoring platforms to develop screen-based simulated functional assessments in persons with executive dysfunction following traumatic brain injury.

    Science.gov (United States)

    Martínez-Pernía, David; Núñez-Huasaf, Javier; Del Blanco, Ángel; Ruiz-Tagle, Amparo; Velásquez, Juan; Gomez, Mariela; Robert Blesius, Carl; Ibañez, Agustin; Fernández-Manjón, Baltasar; Slachevsky, Andrea

    2017-10-01

    The assessment of functional status is a critical component of clinical neuropsychological evaluations used for both diagnostic and therapeutic purposes in patients with cognitive brain disorders. There are, however, no widely adopted neuropsychological tests that are both ecologically valid and easily administered in daily clinical practice. This discrepancy is a roadblock to the widespread adoption of functional assessments. In this paper, we propose a novel approach using a serious game authoring platform (eAdventure) for creating screen-based simulated functional assessments. We created a naturalistic functional task that consisted of preparing a cup of tea (SBS-COT) and applied the assessment in a convenience sample of eight dyads of therapists/patients with mild executive dysfunction after traumatic brain injury. We had three main aims. First, we performed a comprehensive review of executive function assessment in activities of daily living. Second, we were interested in measuring the feasibility of this technology with respect to staffing, economic and technical requirements. Third, a serious game was administered to patients to study the feasibility of this technology in the clinical context (pre-screening test). In addition, quantitative (Technology Acceptance Model (TAM) questionnaires) and qualitative (semistructured interviews) evaluations were applied to obtain user input. Our results suggest that the staffing, economic and technical requirements of the SBS-COT are feasible. The outcomes of the pre-screening test provide evidence that this technology is useful in the functional assessment of patients with executive dysfunction. In relation to subjective data, the TAM questionnaire showed good user acceptability from a professional perspective. Interview analyses with professionals and patients showed positive experiences related to the use of the SBS-COT. Our work indicates that the use of these types of authoring platforms could have positive long

  13. The RAGE Game Software Components Repository for Supporting Applied Game Development

    NARCIS (Netherlands)

    Georgiev, Atanas; Grigorov, Alexander; Bontchev, Boyan; Boytchev, Pavel; Stefanov, Krassen; Westera, Wim; Nyamsuren, Enkhbold; Bahreini, Kiavash; Prada, Rui; Hollins, Paul; Moreno, Pablo

    2017-01-01

    This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project in

  14. The RAGE Advanced Game Technologies Repository for Supporting Applied Game Development

    NARCIS (Netherlands)

    Georgiev, Atanas; Grigorov, Alexander; Bontchev, Boyan; Boytchev, Pavel; Stefanov, Krassen; Westera, Wim; Prada, Rui; Hollins, Paul; Moreno Ger, Pablo

    2016-01-01

    This paper describes the structural architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technologies (RAGE software assets) for applied game development. These software assets are reusable across a wide diversity of

  15. Learning and Motivational Processes When Students Design Curriculum-Based Digital Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2015-01-01

    This design-based research (DBR) project has developed an overall gamified learning design (big Game) to facilitate the learning process for adult students by inviting them to be their own learning designers through designing digital learning games (small games) in cross-disciplinary subject...... matters. The DBR project has investigated and experimented with which elements, methods, and processes are important when aiming at creating a cognitive complex (Anderson and Krathwohl, 2001) and motivating learning process within a reusable game-based learning design. This project took place in a co......-design process with teachers and students. The learning approach was founded in problem-based learning (PBL) and constructionist pedagogical methodology, building on the thesis that there is a strong connection between designing and learning. The belief is that activities that involve making, building...

  16. Development and Validation of Kid Tsu Chu Futbol Games for Character Development

    Directory of Open Access Journals (Sweden)

    Sulistiyono

    2017-08-01

    Full Text Available This research aims to develop and validation games to develop character in the students Football School under 12 years age group. This study was conducted using R and D. This study produced a product in the form of games related to the process of training, but can be used to develop the student’s character. Games that resulted from this research given the name “Tsu Chu Kid Futbol Games For Character Development”. Games have the flexible nature can be placed at the warm-up, core, and cooling at a football training process. The game must have at least two training purposes with the provisions of the first objective should be able to develop the character, and the second objective can develop one component among the components of the physical, technical, or tactics.

  17. Game-Based Rehabilitation for Myoelectric Prosthesis Control.

    Science.gov (United States)

    Prahm, Cosima; Vujaklija, Ivan; Kayali, Fares; Purgathofer, Peter; Aszmann, Oskar C

    2017-02-09

    A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed. The aim of this study is to evaluate (1) the short-term effects of a commercially available electromyographic (EMG) system on controllability after a simple video game-based rehabilitation protocol, and (2) different input methods, control mechanisms, and games. Eleven able-bodied participants with no prior experience in EMG control took part in this study. Participants were asked to perform a surface EMG test evaluating their provisional maximum muscle contraction, fine accuracy and isolation of electrode activation, and endurance control over at least 300 seconds. These assessments were carried out (1) in a Pregaming session before interacting with three EMG-controlled computer games, (2) in a Postgaming session after playing the games, and (3) in a Follow-Up session two days after the gaming protocol to evaluate short-term retention rate. After each game, participants were given a user evaluation survey for the assessment of the games and their input mechanisms. Participants also received a questionnaire regarding their intrinsic motivation (Intrinsic Motivation Inventory) at the end of the last game. Results showed a significant improvement in fine accuracy electrode activation (Pgames when collecting items and facing challenging game play. Most upper limb amputees use a 2-channel myoelectric prosthesis control. This study demonstrates that this control can be effectively trained by

  18. Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness.

    Science.gov (United States)

    Hanisch, Sabine Elisabeth; Birner, Ulrich Walter; Oberhauser, Cornelia; Nowak, Dennis; Sabariego, Carla

    2017-08-04

    To counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so far only a few workplace interventions have specifically targeted stigma, and evidence on their effectiveness is limited. The objective of this study was to develop and evaluate a digital game-based training program for managers to promote employee mental health and reduce mental illness stigma at work. We describe the empirical development of Leadership Training in Mental Health Promotion (LMHP), a digital game-based training program for leaders. A 1-group pre-post design and a 3-month follow-up were used for training evaluation. We applied multilevel growth models to investigate change over time in the dependent variables knowledge, attitudes, self-efficacy, and intentions to promote employee mental health in 48 managers of a global enterprise in the United Kingdom. Participants were mainly male (44/48, 92%) and ranged in age from 32 to 58 (mean 46.0, SD 7.2) years. We found a positive impact of the Web-based training program on managers' knowledge of mental health and mental illness (Pemployee mental health, which was initially high. Results provide first evidence of the effectiveness of LMHP to positively affect managers' skills to promote employee mental health at work. Furthermore, the high rate of participation in LMHP (48/54, 89%) supports the use of digital game-based interventions to increase user engagement and user experience in mental health programs at work. ©Sabine Elisabeth Hanisch, Ulrich Walter Birner, Cornelia Oberhauser, Dennis Nowak, Carla Sabariego. Originally published in JMIR Mental Health (http://mental.jmir.org), 04.08.2017.

  19. What Do Stroke Patients Look for in Game-Based Rehabilitation

    Science.gov (United States)

    Hung, Ya-Xuan; Huang, Pei-Chen; Chen, Kuan-Ta; Chu, Woei-Chyn

    2016-01-01

    Abstract Stroke is one of the most common causes of physical disability, and early, intensive, and repetitive rehabilitation exercises are crucial to the recovery of stroke survivors. Unfortunately, research shows that only one third of stroke patients actually perform recommended exercises at home, because of the repetitive and mundane nature of conventional rehabilitation exercises. Thus, to motivate stroke survivors to engage in monotonous rehabilitation is a significant issue in the therapy process. Game-based rehabilitation systems have the potential to encourage patients continuing rehabilitation exercises at home. However, these systems are still rarely adopted at patients’ places. Discovering and eliminating the obstacles in promoting game-based rehabilitation at home is therefore essential. For this purpose, we conducted a study to collect and analyze the opinions and expectations of stroke patients and clinical therapists. The study is composed of 2 parts: Rehab-preference survey – interviews to both patients and therapists to understand the current practices, challenges, and expectations on game-based rehabilitation systems; and Rehab-compatibility survey – a gaming experiment with therapists to elaborate what commercial games are compatible with rehabilitation. The study is conducted with 30 outpatients with stroke and 19 occupational therapists from 2 rehabilitation centers in Taiwan. Our surveys show that game-based rehabilitation systems can turn the rehabilitation exercises more appealing and provide personalized motivation for various stroke patients. Patients prefer to perform rehabilitation exercises with more diverse and fun games, and need cost-effective rehabilitation systems, which are often built on commodity hardware. Our study also sheds light on incorporating the existing design-for-fun games into rehabilitation system. We envision the results are helpful in developing a platform which enables rehab-compatible (i.e., existing

  20. What Do Stroke Patients Look for in Game-Based Rehabilitation: A Survey Study.

    Science.gov (United States)

    Hung, Ya-Xuan; Huang, Pei-Chen; Chen, Kuan-Ta; Chu, Woei-Chyn

    2016-03-01

    Stroke is one of the most common causes of physical disability, and early, intensive, and repetitive rehabilitation exercises are crucial to the recovery of stroke survivors. Unfortunately, research shows that only one third of stroke patients actually perform recommended exercises at home, because of the repetitive and mundane nature of conventional rehabilitation exercises. Thus, to motivate stroke survivors to engage in monotonous rehabilitation is a significant issue in the therapy process. Game-based rehabilitation systems have the potential to encourage patients continuing rehabilitation exercises at home. However, these systems are still rarely adopted at patients' places. Discovering and eliminating the obstacles in promoting game-based rehabilitation at home is therefore essential. For this purpose, we conducted a study to collect and analyze the opinions and expectations of stroke patients and clinical therapists. The study is composed of 2 parts: Rehab-preference survey - interviews to both patients and therapists to understand the current practices, challenges, and expectations on game-based rehabilitation systems; and Rehab-compatibility survey - a gaming experiment with therapists to elaborate what commercial games are compatible with rehabilitation. The study is conducted with 30 outpatients with stroke and 19 occupational therapists from 2 rehabilitation centers in Taiwan. Our surveys show that game-based rehabilitation systems can turn the rehabilitation exercises more appealing and provide personalized motivation for various stroke patients. Patients prefer to perform rehabilitation exercises with more diverse and fun games, and need cost-effective rehabilitation systems, which are often built on commodity hardware. Our study also sheds light on incorporating the existing design-for-fun games into rehabilitation system. We envision the results are helpful in developing a platform which enables rehab-compatible (i.e., existing, appropriately

  1. Self-Explanations in Game-Based Learning: From Tacit to Transferable Knowledge

    NARCIS (Netherlands)

    ter Vrugte, Judith; de Jong, Anthonius J.M.; Wouters, Pieter; van Oostendorp, Herre

    2016-01-01

    Game-based learning is often considered to be an effective instructional approach, but the effects of game-based learning are varied and far from optimal. Aside from many features and characteristics that might affect the results of game-based learning, we conjecture that games generally thrive on

  2. NASA Game Changing Development Program Manufacturing Innovation Project

    Science.gov (United States)

    Tolbert, Carol; Vickers, John

    2011-01-01

    This presentation examines the new NASA Manufacturing Innovation Project. The project is a part of the Game Changing Development Program which is one element of the Space Technology Programs Managed by Office of the Chief Technologist. The project includes innovative technologies in model-based manufacturing, digital additive manufacturing, and other next generation manufacturing tools. The project is also coupled with the larger federal initiatives in this area including the National Digital Engineering and Manufacturing Initiative and the Advanced Manufacturing Partnership. In addition to NASA, other interagency partners include the Department of Defense, Department of Commerce, NIST, Department of Energy, and the National Science Foundation. The development of game-changing manufacturing technologies are critical for NASA s mission of exploration, strengthening America s manufacturing competitiveness, and are highly related to current challenges in defense manufacturing activities. There is strong consensus across industry, academia, and government that the future competitiveness of U.S. industry will be determined, in large part, by a technologically advanced manufacturing sector. This presentation highlights the prospectus of next generation manufacturing technologies to the challenges faced NASA and by the Department of Defense. The project focuses on maturing innovative/high payoff model-based manufacturing technologies that may lead to entirely new approaches for a broad array of future NASA missions and solutions to significant national needs. Digital manufacturing and computer-integrated manufacturing "virtually" guarantee advantages in quality, speed, and cost and offer many long-term benefits across the entire product lifecycle. This paper addresses key enablers and emerging strategies in areas such as: Current government initiatives, Model-based manufacturing, and Additive manufacturing.

  3. The Development and Evaluation of an Online Formative Assessment upon Single-Player Game in E-Learning Environment

    Science.gov (United States)

    Tsai, Fu-Hsing

    2013-01-01

    This study developed a game-based formative assessment, called tic-tac-toe quiz for single-player version (TRIS-Q-SP), in an energy education e-learning system. This assessment game combined tic-tac-toe with online assessment, and revised the rule of tic-tac-toe for stimulating students to use online formative assessment actively. Additionally, to…

  4. A Mobile Device Based Serious Gaming Approach for Teaching and Learning Java Programming

    Directory of Open Access Journals (Sweden)

    Tobias Jordine

    2015-01-01

    Full Text Available Most first year computer science students find that learning object-oriented programming is hard. Serious games have ever been used as one approach to handle this problem. But most of them cannot be played with mobile devices. This obviously does not suit the era of mobile computing that intends to allow students to learn programming skills in anytime anywhere. To enhance mobile teaching and learning, a research project started over a year ago and aims to create a mobile device based serious gaming approach along with a serious game for enhancing mobile teaching and learning for Java programming. So far the project has completed a literature review for understanding existing work and identifying problems in this area, conducted a survey for eliciting students’ requirements for mobile gaming approach, and then established a mobile-device based serious gaming approach with a developed prototype of the game. This paper introduces the project in details, and in particularly presents and discusses its current results. It is expected that the presented project will be helpful and useful to bring more efficient approaches with new mobile games into teaching object-oriented programming and to enhance students’ learning experiences.

  5. Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games.

    Science.gov (United States)

    Alber, Julia M; Watson, Anna M; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M

    2015-07-01

    Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.

  6. Gaming

    OpenAIRE

    Chircop, David

    2014-01-01

    Over the last two decades a relatively new sort of board gaming has emerged which you might not have heard about. ‘Hobby’ or ‘modern’ board gaming is sweeping across the world. http://www.um.edu.mt/think/rise-of-the-ancients/

  7. Design principles for simulation games for learning clinical reasoning: A design-based research approach.

    Science.gov (United States)

    Koivisto, J-M; Haavisto, E; Niemi, H; Haho, P; Nylund, S; Multisilta, J

    2018-01-01

    Nurses sometimes lack the competence needed for recognising deterioration in patient conditions and this is often due to poor clinical reasoning. There is a need to develop new possibilities for learning this crucial competence area. In addition, educators need to be future oriented; they need to be able to design and adopt new pedagogical innovations. The purpose of the study is to describe the development process and to generate principles for the design of nursing simulation games. A design-based research methodology is applied in this study. Iterative cycles of analysis, design, development, testing and refinement were conducted via collaboration among researchers, educators, students, and game designers. The study facilitated the generation of reusable design principles for simulation games to guide future designers when designing and developing simulation games for learning clinical reasoning. This study makes a major contribution to research on simulation game development in the field of nursing education. The results of this study provide important insights into the significance of involving nurse educators in the design and development process of educational simulation games for the purpose of nursing education. Copyright © 2017 Elsevier Ltd. All rights reserved.

  8. Evaluating the usefulness of Eye Tracking in Game-based Learning

    Directory of Open Access Journals (Sweden)

    Kristian Kiili

    2014-06-01

    Full Text Available The challenge of educational game design is to develop solutions that please as many players as possible, but are still educationally effective. How learning happens in games is methodologically very challenging to point out and thus it is usually avoided. In this paper we tackle this challenge with eye tracking method. The aim of this research is to study the meaning of cognitive feedback in educational games and evaluate the usefulness of eye tracking method in game based learning research and game design. Based on perceptual data we evaluated the playing behavior of 43 Finnish and Austrian children aged from 7 to 16. Four different games were used as test-beds. The results indicated that players’ perception patterns varied a lot and some players even missed relevant information during playing. The results showed that extraneous elements should be eliminated from the game world in order to avoid incidental processing in crucial moments. Animated content easily grasps player’s attention, which may disturb learning activities. Especially low performers and inattentive players have difficulties in distinguishing important and irrelevant content and tend to stick to salient elements no matter of their importance for a task. However, it is not reasonable to exclude all extraneous elements because it decreases engagement and immersion. Thus, balancing of extraneous and crucial elements is essential. Overall, the results showed that eye tracking can provide important information from game based learning process and game designs. However, we have to be careful when interpreting the perceptual data, because we cannot be sure if the player understands everything that he or she is paying attention to. Thus, eye tracking should be complemented with offline methods like retrospective interview that was successfully used in this research.

  9. Serious Games for Home-based Stroke Rehabilitation.

    Science.gov (United States)

    Friedrich, Raoul; Hiesel, Patrick; Peters, Sebastian; Siewiorek, Daniel P; Smailagic, Asim; Brügge, Bernd

    2015-01-01

    On average, two thousand residents in the United States experience a stroke every day. These circumstances account for $28 billion direct costs annually and given the latest predictions, these costs will more than triple by 2030. In our research, we propose a portfolio of serious games for home-based stroke rehabilitation. The objective of the game approach is to enrich the training experience and establish a higher level of compliance to prescribed exercises, while maintaining a supportive training environment as found in common therapy sessions. Our system provides a collection of mini games based on rehabilitation exercises used in conventional physical therapy, monitors the patient's performance while exercising and provides clinicians with an interface to personalize the training. The clinician can set the current state of rehabilitation and change the playable games over time to drive diversification. While the system still has to be evaluated, an early stage case study with one patient offered positive indications towards this concept.

  10. The Bus Station Spacing Optimization Based on Game Theory

    Directory of Open Access Journals (Sweden)

    Changjiang Zheng

    2015-01-01

    Full Text Available With the development of city, the problem of traffic is becoming more and more serious. Developing public transportation has become the key to solving this problem in all countries. Based on the existing public transit network, how to improve the bus operation efficiency, and reduce the residents transit trip cost has become a simple and effective way to develop the public transportation. Bus stop spacing is an important factor affecting passengers’ travel time. How to set up bus stop spacing has become the key to reducing passengers’ travel time. According to comprehensive traffic survey, theoretical analysis, and summary of urban public transport characteristics, this paper analyzes the impact of bus stop spacing on passenger in-bus time cost and out-bus time cost and establishes in-bus time and out-bus time model. Finally, the paper gets the balance best station spacing by introducing the game theory.

  11. Web-based home rehabilitation gaming system for balance training

    OpenAIRE

    Oleh Kachmar; Volodymyr Kozyavkin; Vadim Markelov; Vasyl Melnychuk; Bohdan Kachmar

    2014-01-01

    Currently, most systems for virtual rehabilitation and motor training require quite complex and expensive hardware and can be used only in clinical settings. Now, a low-cost rehabilitation game training system has been developed for patients with movement disorders; it is suitable for home use under the distant supervision of a therapist. It consists of a patient-side application installed on a home computer and the virtual rehabilitation Game Server in the Internet. System can work with diff...

  12. Game-based training environment for nuclear plant control room

    International Nuclear Information System (INIS)

    Hung Tamin; Sun Tienlung; Yang Chihwei; Yang Lichen; Cheng Tsungchieh; Wang Jyhgang

    2011-01-01

    Nuclear power plant's safety is very important problem. In this very conscientious environment if operator has a little mistake, they may threaten with many people influence their safety. Therefore, operating training of control room is very important. However, the operator training is in limited space and time. Each operator must go to simulative control room do some training. If we can let each trainee having more time to do training and does not go to simulative control room. It may have some advantages for trainee. Moreover, in the traditional training ways, each operator may through the video, teaching manual or through the experienced instructor to learn the knowledge. This training way may let operator feel bored and stressful. So, in this paper aims, we hope utilizing virtual reality technology developing a game-based virtual training environment of control room. Finally, we will use presence questionnaire evaluating realism and feasibility of our virtual training environment. Expecting this initial concept of game-based virtual training environment can attract trainees having more learning motivation to do training in off-hour. (author)

  13. Perspective of Game Theory in Education for Sustainable Development

    Science.gov (United States)

    Ahrens, A.; Zascerinska, J.

    2012-01-01

    The sustainable development of society has attracted a lot of research efforts. A strategic aspect to the society's evolution is introduced by the game theory (Fernandez, 2011, p. 1). The research question is as follows: how to organize the process of teaching and learning in education for sustainable development? The aim of the research is to…

  14. Developing games for health behavior change: Getting started

    Science.gov (United States)

    Many investigators are considering developing video games for health (video-G4Hs) but have questions about how to get started. This report provides guidance for investigators considering a G4H as a behavioral intervention procedure from a team of experienced G4H developers. Thirteen commonly asked q...

  15. Motivational Effect of Web-Based Simulation Game in Teaching Operations Management

    Science.gov (United States)

    Nguyen, Tung Nhu

    2015-01-01

    Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…

  16. An Examination of Game-Based Learning from Theories of Flow Experience and Cognitive Load

    Science.gov (United States)

    Lai, Chih-Hung; Chu, Chih-Ming; Liu, Hsiang-Hsuan; Yang, Shun-Bo; Chen, Wei-Hsuan

    2013-01-01

    This study aims to discuss whether game-based learning with the integration of games and digital learning could enhance not only the flow experience in learning but achieve the same flow experience in pure games. In addition, the authors discovered that whether the game-based learning could make learners to reveal higher cognitive load. The…

  17. Digital Game-Based Learning: What's Literacy Got to Do With It?

    Science.gov (United States)

    Spires, Hiller A.

    2015-01-01

    Just as literacy practices are contextualized in social situations and relationships, game players establish shared language and understandings within a game; in essence, they gain fluency in specialized languages. This commentary explores the importance of digital game-based learning for schooling, the relationship between game-based learning,…

  18. From Mainframe to Micro: Converting a Computer-Based Management Game.

    Science.gov (United States)

    Burkhard, Donald L.; Watson, Hugh J.

    1989-01-01

    Discussion of the impact of microcomputers on gaming focuses on converting a mainframe-based game to a microcomputer. Software, hardware, and documentation are considered, and a case study is presented that describes the conversion of a mainframe-based management game--the Credit Union Management Game--to a microcomputer. (11 references) (LRW)

  19. Situating Ethics in Games Education

    Science.gov (United States)

    Butler, Joy

    2013-01-01

    This paper posits that Inventing Games (IG), an aspect of the games curriculum based on principles of Teaching Games for Understanding (TGfU), opens up important spaces for teaching social and ethical understanding. Games have long been regarded as a site for moral development. For most teachers, however, ethical principles have been seen as…

  20. Using Game-Based Cooperative Learning to Improve Learning Motivation: A Study of Online Game Use in an Operating Systems Course

    Science.gov (United States)

    Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu

    2013-01-01

    Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…

  1. Surveying In-Service Teachers' Beliefs about Game-Based Learning and Perceptions of Technological Pedagogical and Content Knowledge of Games

    Science.gov (United States)

    Hsu, Chung-Yuan; Tsai, Meng-Jung; Chang, Yu-Hsuan; Liang, Jyh-Chong

    2017-01-01

    Using the Game-based-learning Teaching Belief Scale (GTBS) and the Technological Pedagogical Content Knowledge--Games questionnaire (TPACK-G), this study investigated 316 Taiwanese in-service teachers' teaching beliefs about game-based learning and their perceptions of game-based pedagogical content knowledge (GPCK). Both t-tests and ANOVA…

  2. Students as Game Designers vs. "Just" Players: Comparison of Two Different Approaches to Location-Based Games Implementation into School Curricula

    Science.gov (United States)

    Slussareff, Michaela; Bohácková, Petra

    2016-01-01

    This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…

  3. eMedOffice: a web-based collaborative serious game for teaching optimal design of a medical practice.

    Science.gov (United States)

    Hannig, Andreas; Kuth, Nicole; Özman, Monika; Jonas, Stephan; Spreckelsen, Cord

    2012-10-31

    Preparing medical students for the takeover or the start-up of a medical practice is an important challenge in Germany today. Therefore, this paper presents a computer-aided serious game (eMedOffice) developed and currently in use at the RWTH Aachen University Medical School. The game is part of the attempt to teach medical students the organizational and conceptual basics of the medical practice of a general practitioner in a problem-based learning environment. This paper introduces methods and concepts used to develop the serious game and describes the results of an evaluation of the game's application in curricular courses at the Medical School. Results of the conducted evaluation gave evidence of a positive learning effect of the serious game. Educational supervisors observed strong collaboration among the players inspired by the competitive gaming aspects. In addition, an increase in willingness to learn and the exploration of new self-invented ideas were observed and valuable proposals for further prospective enhancements were elicited. A statistical analysis of the results of an evaluation provided a clear indication of the positive learning effect of the game. A usability questionnaire survey revealed a very good overall score of 4.07 (5=best, 1=worst). We consider web-based, collaborative serious games to be a promising means of improving medical education. The insights gained by the implementation of eMedOffice will promote the future development of more effective serious games for integration into curricular courses of the RWTH Aachen University Medical School.

  4. Security personnel training using a computer-based game

    International Nuclear Information System (INIS)

    Ralph, J.; Bickner, L.

    1987-01-01

    Security personnel training is an integral part of a total physical security program, and is essential in enabling security personnel to perform their function effectively. Several training tools are currently available for use by security supervisors, including: textbook study, classroom instruction, and live simulations. However, due to shortcomings inherent in each of these tools, a need exists for the development of low-cost alternative training methods. This paper discusses one such alternative: a computer-based, game-type security training system. This system would be based on a personal computer with high-resolution graphics. Key features of this system include: a high degree of realism; flexibility in use and maintenance; high trainee motivation; and low cost

  5. A Multiplayer Learning Game based on Mixed Reality to Enhance Awareness on Archaeology

    Directory of Open Access Journals (Sweden)

    Mathieu Loiseau

    2014-08-01

    Full Text Available Our research deals with the development of a new type of game-based learning environment: (MMORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players’ motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum. After describing the challenge to a rich multidisciplinary approach involving both computer scientists and archaeologists, we present two types of game: multiplayer online role-playing games and mixed reality games. We build on the specificities of these games to make the design choices described in the paper. We also present three modular features we have developed to support independently three activities of the scenario. The proposed approach aims at raising awareness among people on the scientific approach in Archaeology, by providing them information in the virtual environment and encouraging them to go on real sites. We finally discuss the issues raised by this work, such as the tensions between the perceived individual, team and community utilities, as well as the choice of the entering point in the learning scenario (real or virtual for the players’ involvement in the game.

  6. Cooperation and Game between Producers and Managers Based on the Linear Contract

    Directory of Open Access Journals (Sweden)

    Xianglan Wan

    2014-01-01

    Full Text Available There is a cooperative game between the manager and the producer in the enterprise. In this paper, we firstly construct the cooperative game model based on the principal-agent theory. Under the conditions of Nash equilibrium and linear contract, the paper calculates the net income of the client, the total risk and welfare of the agents when the agents have the cooperation or not. The result shows that the correlation coefficient between their output has a direct relationship with the cooperation. Secondly, according to the power distribution theory another model is developed. We analyze the game process and critical state. Furthermore, we deduce the share proportion of the profit and the control size when they have the cooperation. Finally, we summarize all the research achievements, which are of universal significance for the practical cooperation game problems.

  7. Study on Conversion Between Momentum and Contrarian Based on Fractal Game

    Science.gov (United States)

    Wu, Xu; Song, Guanghui; Deng, Yan; Xu, Lin

    2015-06-01

    Based on the fractal game which is performed by the majority and the minority, the fractal market theory (FMT) is employed to describe the features of investors' decision-making. Accordingly, the process of fractal games is formed in order to analyze the statistical features of conversion between momentum and contrarian. The result shows that among three fractal game mechanisms, the statistical feature of simulated return rate series is much more similar to log returns on actual series. In addition, the conversion between momentum and contrarian is also extremely similar to real situation, which can reflect the effectiveness of using fractal game in analyzing the conversion between momentum and contrarian. Moreover, it also provides decision-making reference which helps investors develop effective investment strategy.

  8. The Research on Chinese Idioms Educational Games in TCFL Based on Virtual Reality

    Directory of Open Access Journals (Sweden)

    Hu Xiao-Qiang

    2016-01-01

    Full Text Available In recent years, overseas set off a craze for learning Chinese. Chinese Idioms teaching is important but difficult for foreigners in Teaching Chinese as a Foreign Language (TCFL. The VR educational game should be a good choice to solve the problem with education, entertainment, and high immerse. In this study, Yu Gong moves the mountain' is designed as an example. Unity 3D is the main development tool, Leap Motion is interactive way, and also doing an interview with some findings and conclusions. Comparison of textbooks or teachers explaining, VR Chinese Idioms educational game can enhance most of the learners understanding with intense interest. However, the educational game should be integrated into more entertainment and it costs at least 10 minutes or more to adapt the operation of Leap Motion. In the further research, the VR Chinese Idioms educational games for the TCFL can be better gradually based on this research.

  9. System of marketing deciding support based on game theory

    Directory of Open Access Journals (Sweden)

    Gordana Dukić

    2008-12-01

    Full Text Available Quantitative methods and models can be applied in numerous spheres of marketing deciding. The choice of optimal strategy in product advertising is one of the problems that the marketing-management often meets. The use of models developed within the framework of game theory makes significantly easier to find out the solutions of conflict situations that appear herewith. The system of deciding support presented in this work is based on the supposition that two opposed sides take part in the game. With the aim of deciding process promotion, the starting model incorporates computer simulation of percentile changes in the market share that represent elements of payment matrix. The supposition is that the random variables that represent them follow the normal division. It is necessary to carry out the evaluation of their parameters because of relevant data. Information techniques, computer and the adequate program applications take the special position in solving and analysis of the suggested model. This kind of their application represents the basic characteristic of the deciding support system.

  10. A review of brain-computer interface games and an opinion survey from researchers, developers and users.

    Science.gov (United States)

    Ahn, Minkyu; Lee, Mijin; Choi, Jinyoung; Jun, Sung Chan

    2014-08-11

    In recent years, research on Brain-Computer Interface (BCI) technology for healthy users has attracted considerable interest, and BCI games are especially popular. This study reviews the current status of, and describes future directions, in the field of BCI games. To this end, we conducted a literature search and found that BCI control paradigms using electroencephalographic signals (motor imagery, P300, steady state visual evoked potential and passive approach reading mental state) have been the primary focus of research. We also conducted a survey of nearly three hundred participants that included researchers, game developers and users around the world. From this survey, we found that all three groups (researchers, developers and users) agreed on the significant influence and applicability of BCI and BCI games, and they all selected prostheses, rehabilitation and games as the most promising BCI applications. User and developer groups tended to give low priority to passive BCI and the whole head sensor array. Developers gave higher priorities to "the easiness of playing" and the "development platform" as important elements for BCI games and the market. Based on our assessment, we discuss the critical point at which BCI games will be able to progress from their current stage to widespread marketing to consumers. In conclusion, we propose three critical elements important for expansion of the BCI game market: standards, gameplay and appropriate integration.

  11. A Review of Brain-Computer Interface Games and an Opinion Survey from Researchers, Developers and Users

    Directory of Open Access Journals (Sweden)

    Minkyu Ahn

    2014-08-01

    Full Text Available In recent years, research on Brain-Computer Interface (BCI technology for healthy users has attracted considerable interest, and BCI games are especially popular. This study reviews the current status of, and describes future directions, in the field of BCI games. To this end, we conducted a literature search and found that BCI control paradigms using electroencephalographic signals (motor imagery, P300, steady state visual evoked potential and passive approach reading mental state have been the primary focus of research. We also conducted a survey of nearly three hundred participants that included researchers, game developers and users around the world. From this survey, we found that all three groups (researchers, developers and users agreed on the significant influence and applicability of BCI and BCI games, and they all selected prostheses, rehabilitation and games as the most promising BCI applications. User and developer groups tended to give low priority to passive BCI and the whole head sensor array. Developers gave higher priorities to “the easiness of playing” and the “development platform” as important elements for BCI games and the market. Based on our assessment, we discuss the critical point at which BCI games will be able to progress from their current stage to widespread marketing to consumers. In conclusion, we propose three critical elements important for expansion of the BCI game market: standards, gameplay and appropriate integration.

  12. A Review of Brain-Computer Interface Games and an Opinion Survey from Researchers, Developers and Users

    Science.gov (United States)

    Ahn, Minkyu; Lee, Mijin; Choi, Jinyoung; Jun, Sung Chan

    2014-01-01

    In recent years, research on Brain-Computer Interface (BCI) technology for healthy users has attracted considerable interest, and BCI games are especially popular. This study reviews the current status of, and describes future directions, in the field of BCI games. To this end, we conducted a literature search and found that BCI control paradigms using electroencephalographic signals (motor imagery, P300, steady state visual evoked potential and passive approach reading mental state) have been the primary focus of research. We also conducted a survey of nearly three hundred participants that included researchers, game developers and users around the world. From this survey, we found that all three groups (researchers, developers and users) agreed on the significant influence and applicability of BCI and BCI games, and they all selected prostheses, rehabilitation and games as the most promising BCI applications. User and developer groups tended to give low priority to passive BCI and the whole head sensor array. Developers gave higher priorities to “the easiness of playing” and the “development platform” as important elements for BCI games and the market. Based on our assessment, we discuss the critical point at which BCI games will be able to progress from their current stage to widespread marketing to consumers. In conclusion, we propose three critical elements important for expansion of the BCI game market: standards, gameplay and appropriate integration. PMID:25116904

  13. Designing the user experience of game development tools

    CERN Document Server

    Lightbown, David

    2015-01-01

    The Big Green Button My Story Who Should Read this Book? Companion Website and Twitter Account Before we BeginWelcome to Designing the User Experience of Game Development ToolsWhat Will We Learn in This Chapter?What Is This Book About?Defining User ExperienceThe Value of Improving the User Experience of Our ToolsParallels Between User Experience and Game DesignHow Do People Benefit From an Improved User Experience?Finding the Right BalanceWrapping UpThe User-Centered Design ProcessWhat Will We

  14. Learning C# by developing games with Unity 3D

    CERN Document Server

    Norton, Terry

    2013-01-01

    This book uses the learning-by-example approach. It takes simple examples from games to introduce all the main concepts of programming in an easy-to-digest and immediately recognizable way.This book is for the total beginner to any type of programming, focusing on the writing of C# code and scripts only. There are many parts that make up the Unity game engine. It is assumed that the reader already knows their way around Unity's user interface. The code editor used in this book is the MonoDevelop editor supplied by Unity.

  15. Speech Development of Autistic Children by Interactive Computer Games

    Science.gov (United States)

    Rahman, Mustafizur; Ferdous, S. M.; Ahmed, Syed Ishtiaque; Anwar, Anika

    2011-01-01

    Purpose: Speech disorder is one of the most common problems found with autistic children. The purpose of this paper is to investigate the introduction of computer-based interactive games along with the traditional therapies in order to help improve the speech of autistic children. Design/methodology/approach: From analysis of the works of Ivar…

  16. Game Development as Students’ Engagement Project in High School Mathematics

    Directory of Open Access Journals (Sweden)

    Ryan V. Dio

    2015-12-01

    Full Text Available The general expectancies of the enhanced basic education curriculum in the Philippines focuses on the performance standards which can be expressed when students are able to produce products as evidence that they can transfer or use their learning in real-life situations. One way to assess students achievement is through an engaging activities that would require them apply the knowledge and skills acquired in the subject as the outcome of their learning. This descriptive method of research employed content analysis procedures and survey in describing and assessing the significant feature of the mathematical games as potential learning devices developed by the high school students through an engaging task assignment. It utilized purposive sampling techniques in the selection of the respondents and the submitted write-ups of mathematical games for analysis as typical sample in this study. The study revealed that the high school students developed mathematical board games with different objectives and mechanics as inspired by their learning, experiences, hobbies, and interest. Mathematical concepts and processes along numbers and number sense, measurements, algebra, geometry, and probability and statistics were integrated in the game through question card and mechanics of the game itself. The groups of students and teachers have high level of agreement as to the workmanship and usability, mechanics and organization, relevance to instruction/learning, and fun and enjoyment of the game as revealed by their assessment from very satisfactory to excellent level. Results implied that teachers in any subject area may use students’ engagement project as teaching strategy to produce products and performance that would provide evidence of students’ learning. The school curriculum makers may consider the students’ output as subjects of research for further improvements, exhibits, and classroom utilization.

  17. How gaming may become a problem: a qualitative analysis of the role of gaming related experiences and cognitions in the development of problematic game behavior

    NARCIS (Netherlands)

    Haagsma, M.C.; Pieterse, M.E.; Peters, O.; King, D.L.

    2013-01-01

    This study focuses on the role of gaming expectancies, motives and the experiences of gamers in the development of video game behavior, from normal to problematic behavior. Qualitative interviews were conducted among 21 male gamers between 17 and 28 years of age, to get more of an insight into their

  18. Employing 3D virtual reality games to develop ANN for device control: a pilot study.

    Science.gov (United States)

    Patterson, P E

    2001-01-01

    Non-immersive virtual reality (VR) game scenarios were developed to aid in the collection of EMG parameters from the biceps and triceps while subjects performed a sequenced series of tasks in the virtual environment. For each subject the best ANN configuration (combination of hidden layers and transfer functions) was chosen, with the resulting optimized algorithms used to classify the sequence of contractions and the function type of the subjects while playing new game scenarios. The wide variety of individually configured ANN developed show why it is difficult to train new users of myoelectric devices with a single algorithm. The use of VR-based games shows promise as a training technique for individuals needing to develop control for prosthetic limbs.

  19. Haptic Glove Technology: Skill Development through Video Game Play

    Science.gov (United States)

    Bargerhuff, Mary Ellen; Cowan, Heidi; Oliveira, Francisco; Quek, Francis; Fang, Bing

    2010-01-01

    This article introduces a recently developed haptic glove system and describes how the participants used a video game that was purposely designed to train them in skills that are needed for the efficient use of the haptic glove. Assessed skills included speed, efficiency, embodied skill, and engagement. The findings and implications for future…

  20. Learn Unity 4 for iOS game development

    CERN Document Server

    Chu, Philip

    2013-01-01

    The only book on Unity 4 game development The only up-to-date book on Unity for iOS Philip Chu is the author of a very popular online Unity tutorial, frequently recommended on sites like StackOverflow

  1. Development and validation of a game addiction scale for adolescents

    NARCIS (Netherlands)

    Lemmens, J.S.; Valkenburg, P.M.; Peter, J.

    2009-01-01

    The aim of this study was to develop and validate a scale to measure computer and videogame addiction. Inspired by earlier theories and research on game addiction, we created 21 items to measure seven underlying criteria (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict,

  2. Business models for Serious Games developers - transition from a product centric to a service centric approach

    DEFF Research Database (Denmark)

    Hauge, Jannicke Baalsrud; Wiesner, Stefan; Sanchez, Rosa Garcia

    2014-01-01

    In the context of the serious games industry, up to now the most commonly used business models (BM) among developers representing small and medium enterprises (SMEs) consists in offering an individual product to the customer, based on tailored one-of a kind production. Such production has high...... costs and low re-usability and leads to a long time-to-market. For an industry dealing with products highly dependent on technological advances, this implies high risks for failure and thus being put out of business. Consequently, an increasing number of Serious Games (SG) developers are struggling...

  3. A Development Architecture for Serious Games Using BCI (Brain Computer Interface Sensors

    Directory of Open Access Journals (Sweden)

    Kyhyun Um

    2012-11-01

    Full Text Available Games that use brainwaves via brain–computer interface (BCI devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories.

  4. A development architecture for serious games using BCI (brain computer interface) sensors.

    Science.gov (United States)

    Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun

    2012-11-12

    Games that use brainwaves via brain-computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories.

  5. Analytical Derivation: An Epistemic Game for Solving Mathematically Based Physics Problems

    Science.gov (United States)

    Bajracharya, Rabindra R.; Thompson, John R.

    2016-01-01

    Problem solving, which often involves multiple steps, is an integral part of physics learning and teaching. Using the perspective of the epistemic game, we documented a specific game that is commonly pursued by students while solving mathematically based physics problems: the "analytical derivation" game. This game involves deriving an…

  6. Computational and algorithmic models of strategies in turn-based games

    NARCIS (Netherlands)

    Bergwerff, Gerben; Meijering, Ben; Szymanik, Jakub; Verbrugge, Rineke; Wierda, Stefan

    2014-01-01

    We study two different models of a turn-based game called the Marble Drop Game, which is an experimental paradigm designed to investigate higher-order social reasoning. Our first model is a computational-level description of the game, associating cognitive difficulty of a game trial with its

  7. Digital Game-Based Learning for K-12 Mathematics Education: A Meta-Analysis

    Science.gov (United States)

    Byun, JaeHwan; Joung, Eunmi

    2018-01-01

    Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…

  8. The Personality Module. How Can Personality Affect Agents In a Turn-Based Strategy Game?

    OpenAIRE

    Nes, Håvard; Jensen, Arild Johan

    2008-01-01

    The computer game industry has grown immensely in the last decade and artificial intelligence is an increasing part of game development. Personality in agents has been studied, but is not widely implemented in computer games. We developed the Personality Module, a component adding personality to agents, and implemented it in StateCraft, a software version of the board-game Diplomacy. This was evaluated both through simulations in all-agent games and through human testing. The results show tha...

  9. Designing and Evaluating Conative Game-Based Learning Scenarios

    DEFF Research Database (Denmark)

    Schønau-Fog, Henrik

    2014-01-01

    It is an essential prerequisite to design for motivation in game-based learning applications, tools and activities. However, how is it possible to design and evaluate motivational game-based learning scenarios in a systematic process-oriented manner based on conation and player engagement? While...... conation is related to the perseverance, determination and tenacity players exhibit when playing an interesting game, player engagement describes in detail what it is that causes a player to keep playing - Not only through fun and gamification drivers such as points and levels, but by utilizing triggers...... of ‘continuation desire’ such as interfacing with the scenario, exploration and socialising. This paper aims to combine the concepts of Player Engagement, Conation and Continuation Desire by focusing on the conative aspects which are the essential drivers for the desire to continue any learning activity...

  10. Game-Based Evacuation Drill Using Augmented Reality and Head-Mounted Display

    Science.gov (United States)

    Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami

    2016-01-01

    Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…

  11. Television, Video Game and Social Media Use among Children with ASD and Typically Developing Siblings

    Science.gov (United States)

    Mazurek, Micah O.; Wenstrup, Colleen

    2013-01-01

    This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children…

  12. Old Wine in New Bottles: A Response to Claims That Teaching Games for Understanding Was Not Developed as A Theoretically Based Pedagogical Framework

    Science.gov (United States)

    Harvey, Stephen; Pill, Shane; Almond, Len

    2018-01-01

    Background: Teaching games for understanding (TGfU) has stimulated so much attention, research and debate since the 1980s that it is easy for its origins to become refracted and misunderstood. For example, in a recent edition of the "Physical Education and Sport Pedagogy" journal there was paper arguing a constraints-led approach (CLA)…

  13. The "Learning Games Design Model": Immersion, Collaboration, and Outcomes-Driven Development

    Science.gov (United States)

    Chamberlin, Barbara; Trespalacios, Jesús; Gallagher, Rachel

    2012-01-01

    Instructional designers in the Learning Games Lab at New Mexico State University have developed a specific approach for the creation of educational games, one that has been used successfully in over 20 instructional design projects and is extensible to other developers. Using this approach, game developers and content experts (a) work…

  14. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

    The goal of GameOn! is to develop a serious video game. The object: to develop a serious game that aims to change behavior through awareness. The setup A multidisciplinary group which unites expertise from didactic and game production backgrounds produces an educational game for an international

  15. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

    Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor.   Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode

  16. Game-Based Approaches? Pedagogical Principles: Exploring Task Constraints in Youth Soccer

    OpenAIRE

    Serra-Olivares, Jaime; Gonz?lez-V?llora, Sixto; Garc?a-L?pez, Luis Miguel; Ara?jo, Duarte

    2015-01-01

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evalua...

  17. Effects of Performance Versus Game-Based Mobile Applications on Response to Exercise.

    Science.gov (United States)

    Gillman, Arielle S; Bryan, Angela D

    2016-02-01

    Given the popularity of mobile applications (apps) designed to increase exercise participation, it is important to understand their effects on psychological predictors of exercise behavior. This study tested a performance feedback-based app compared to a game-based app to examine their effects on aspects of immediate response to an exercise bout. Twenty-eight participants completed a 30-min treadmill run while using one of two randomly assigned mobile running apps: Nike + Running, a performance-monitoring app which theoretically induces an associative, goal-driven state, or Zombies Run!, an app which turns the experience of running into a virtual reality game, theoretically inducing dissociation from primary exercise goals. The two conditions did not differ on primary motivational state outcomes; however, participants reported more associative attentional focus in the performance-monitoring app condition compared to more dissociative focus in the game-based app condition. Game-based and performance-tracking running apps may not have differential effects on goal motivation during exercise. However, game-based apps may help recreational exercisers dissociate from exercise more readily. Increasing the enjoyment of an exercise bout through the development of new and innovative mobile technologies is an important avenue for future research.

  18. Gaming geography: Educational games and literacy development in the Grade 4 classroom

    Directory of Open Access Journals (Sweden)

    Heather Lotherington

    2010-07-01

    Full Text Available This paper outlines a case study conducted in two public schools in the greater Toronto area as a complementary component of a multisite experimental study exploring educational game development as a learning activity for motivating and engaging students in curriculum-related literacy activities (Owston et al., 2007. Researchers studied children creating and playing four online board games based on grade 4 geography content, viz., Tic-tac-toe, Trivial Pursuit, Snakes and Ladders, and Mother Goose. The schools shared similar positive orientations to technologically focused learning and good technological resources, but they had different institutional histories of implementing computers in curricular learning. Technological equipment was approached, accessed and utilized quite differently in each class, affecting pedagogical practices and learning experiences. Though improvements to traditional literacy learning were found to be limited to improved logical sentence structure (Owston et al., 2007, game development did allow students to build digital literacy skills, including computer literacy and typing skills. Moreover, the project enabled participating teachers to think about profitably incorporating online board game production in broad-based curricular learning. Résumé :Cet article présente une étude de cas menée dans deux écoles publiques de la grande région de Toronto en complément d’une étude expérimentale multisite visant à explorer la conception de jeux éducatifs en tant qu’activité d’apprentissage pour stimuler la motivation et l’engagement des élèves dans des activités de lecture et d’écriture liées au curriculum (Owston et al., 2007. Les chercheurs ont étudié les enfants lors de la création puis de l’utilisation de quatre jeux de plateau en ligne axés sur la matière de 4e année en géographie. Les élèves ont réalisé une version des jeux de Tic-Tac-Toe, de Quelques arpents de pièges, de Serpents

  19. GOLIAH: A gaming platform for home based intervention in Autism - Principles and Design

    Directory of Open Access Journals (Sweden)

    Valentina eBono

    2016-04-01

    -child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial.

  20. A Game Theoretic Framework for Incentive-Based Models of Intrinsic Motivation in Artificial Systems

    Directory of Open Access Journals (Sweden)

    Kathryn Elizabeth Merrick

    2013-10-01

    Full Text Available An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players’ optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots.

  1. A game theoretic framework for incentive-based models of intrinsic motivation in artificial systems.

    Science.gov (United States)

    Merrick, Kathryn E; Shafi, Kamran

    2013-01-01

    An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players' optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots.

  2. Gender and Cultural Differences in Game-Based Learning Experiences

    Science.gov (United States)

    Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander

    2017-01-01

    Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…

  3. Video game use in boys with autism spectrum disorder, ADHD, or typical development.

    Science.gov (United States)

    Mazurek, Micah O; Engelhardt, Christopher R

    2013-08-01

    The study objectives were to examine video game use in boys with autism spectrum disorder (ASD) compared with those with ADHD or typical development (TD) and to examine how specific symptoms and game features relate to problematic video game use across groups. Participants included parents of boys (aged 8-18) with ASD (n = 56), ADHD (n = 44), or TD (n = 41). Questionnaires assessed daily hours of video game use, in-room video game access, video game genres, problematic video game use, ASD symptoms, and ADHD symptoms. Boys with ASD spent more time than did boys with TD playing video games (2.1 vs 1.2 h/d). Both the ASD and ADHD groups had greater in-room video game access and greater problematic video game use than the TD group. Multivariate models showed that inattentive symptoms predicted problematic game use for both the ASD and ADHD groups; and preferences for role-playing games predicted problematic game use in the ASD group only. Boys with ASD spend much more time playing video games than do boys with TD, and boys with ASD and ADHD are at greater risk for problematic video game use than are boys with TD. Inattentive symptoms, in particular, were strongly associated with problematic video game use for both groups, and role-playing game preferences may be an additional risk factor for problematic video game use among children with ASD. These findings suggest a need for longitudinal research to better understand predictors and outcomes of video game use in children with ASD and ADHD.

  4. The Development of Educational and/or Training Computer Games for Students with Disabilities

    Science.gov (United States)

    Kwon, Jungmin

    2012-01-01

    Computer and video games have much in common with the strategies used in special education. Free resources for game development are becoming more widely available, so lay computer users, such as teachers and other practitioners, now have the capacity to develop games using a low budget and a little self-teaching. This article provides a guideline…

  5. Learn OpenGL ES for mobile game and graphics development

    CERN Document Server

    Mehta, Prateek

    2013-01-01

    One of the first OpenGL ES version 3 books for game app developers doing mobile. Covers Android code and may be useful to iOS game developers too. OpenGL ES 3 is a new significant tech update to OpenGL ES graphics API engine that fuels game apps in both iOS and Android.

  6. Learning and Motivational Processes When Students Design Curriculum‐Based Digital Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    This design‐based research (DBR) project has developed an overall gamified learning design (big Game) to facilitate the learning process for adult students by inviting them to be their own learning designers through designing digital learning games (small games) in cross‐disciplinary subject...... matters. The DBR project has investigated and experimented with which elements, methods, and processes are important when aiming at creating a cognitive complex (Anderson and Krathwohl, 2001) and motivating learning process within a reusable game‐based learning design. This project took place in a co......‐design process with teachers and students. The learning approach was founded in problem‐based learning (PBL) and constructionist pedagogical methodology, building on the thesis that there is a strong connection between designing and learning. The belief is that activities that involve making, building...

  7. Deep assessment: an exploratory study of game-based, multimodal learning in Epidemic

    Directory of Open Access Journals (Sweden)

    Jennifer Jenson

    2016-03-01

    Full Text Available n this study, we examine what and how intermediate age students learned from playing in a health-focused game-based digital learning environment, Epidemic. Epidemic is a playful interactive environment designed to deliver factual knowledge, invite critical understanding, and encourage effective self-care practices in dealing with viral contagious diseases, using a social networking interface to integrate both serious games and game-like multimodal design projects. Epidemic invites a playful approach to its deadly serious core concern – communicable disease – in order to see what happens when students are encouraged to critically approach information from multiple or contradictory perspectives. To identify what participants learned while interacting within Epidemic, we deployed two instructional and assessment models, noting the differences each instructional approach could potentially make, and what approach to assessment might help us evaluate game-based learning. We found that each approach provided importantly different perspectives on what and how students learned, and on the very meaning of student success. Recognizing that traditional assessment tools based in print-cultural literacy may prove increasingly ill-suited for assessing emergent multimodal literacies in game-based learning environments, this study seeks to contribute to a growing body of work on the development of novel assessments for learning.

  8. Console Game-Based Pedagogy: A Study of Primary and Secondary Classroom Learning through Console Video Games

    Science.gov (United States)

    Groff, Jennifer S.; Howells, Cathrin; Cranmer, Sue

    2012-01-01

    The main focus of this research project was to identify the educational benefits of console game-based learning in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings. For this purpose, research was carried out in classrooms in Scotland to explore learning…

  9. The game-based learning evaluation model (GEM): measuring the effectiveness of serious games using a standardised method

    NARCIS (Netherlands)

    Oprins, E.A.P.B.; Visschedijk, G.C.; Bakhuys Roozeboom, M.M.C.; Dankbaar, M.; Trooster, W.; Schuit, S.C.E.

    2015-01-01

    This article describes the background, design, and practical application of the game-based evaluation model (GEM). The aim of this evaluation model is to measure the effectiveness of serious games in a practical way. GEM contains the methodology and indicators to be measured in validation research.

  10. Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game

    NARCIS (Netherlands)

    Huizenga, J.; Admiraal, W.; Akkerman, S.; ten Dam, G.

    2009-01-01

    Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical

  11. Mobile Game-Based Learning in Secondary Education: Engagement, Motivation and Learning in a Mobile City Game

    Science.gov (United States)

    Huizenga, J.; Admiraal, W.; Akkerman, S.; Dam, G. ten

    2009-01-01

    Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated…

  12. School based assessment module for invasion games category in ...

    African Journals Online (AJOL)

    School based assessment module for invasion games category in physical education. N Salimin, M.I. Shahril, J Jani, A Rahmat, G Elumalai, L Saad, M.R. Abdullah, S.M. Mat-Rasid, N.A. Kosni, A.B.H.M. Maliki ...

  13. The impact of coaching module based on teaching games for ...

    African Journals Online (AJOL)

    The study aimed was to assess the effectiveness of coaching module based on Teaching Games for Understanding (TGfU) towards the performance of school netball players. Samples consisted of 14 netball players in selected Malaysian secondary schools. The players had gone through four-weeks of training using the ...

  14. What Is Game-Based Learning? Past, Present, and Future

    Science.gov (United States)

    Jan, Mingfong; Gaydos, Matthew

    2016-01-01

    This article aims at clarifying and conceptualizing game-based learning (GBL) in order to pinpoint directions for practices and research. The authors maintain that GBL should be conceptualized toward the transformation of a textbook-learning culture. The authors emphasize the importance of a paradigm shift in learning and a reorientation in…

  15. Play and Learn: Potentials of Game-Based Learning

    Science.gov (United States)

    Pivec, Maja

    2008-01-01

    Learners are encouraged to combine knowledge from different areas to choose a solution or to make a decision at acertain point. Learners can test how the outcome of the game changes based on their decisions and actions. Learners are encouraged to contact other team members and discuss and negotiate subsequent steps, thus improving their social skills.

  16. Digital Game-Based Learning in Accounting and Business Education

    Science.gov (United States)

    Carenys, Jordi; Moya, Soledad

    2016-01-01

    This article presents a review of the accounting and business literature on digital game-based learning (DGBL). The article classifies what is already settled in the literature about the theoretical foundations of DGBL's effectiveness and its practical use into three categories. The first comprises what is known about the evaluation of digital…

  17. Adaptive Game Level Creation through Rank-based Interactive Evolution

    DEFF Research Database (Denmark)

    Liapis, Antonios; Martínez, Héctor Pérez; Togelius, Julian

    2013-01-01

    as fitness functions for the optimization of the generated content. The preference models are built via ranking-based preference learning, while the content is generated via evolutionary search. The proposed method is evaluated on the creation of strategy game maps, and its performance is tested using...

  18. Gender differences and game-based learning in secondary education

    NARCIS (Netherlands)

    Admiraal, W.; Huizenga, J.; Reitenbach, M.; Rosenthal, S.; Volman, M.; ten Dam, G.; Vanthournout, G.; Coertjens, L.; Donche, V.; Gijbels, D.; Evans, C.; Cools, E.; Pedrosa de Jesus, H.

    2011-01-01

    In the Netherlands, differences in school motivation and performance between boys and girls are a major issue in political debates. In the first years of secondary education in the Netherlands, boys tend to underachieve and to be disengaged from school. Game-based learning might improve the school

  19. The concept of flow in collaborative game-based learning

    NARCIS (Netherlands)

    Admiraal, W.; Huizenga, J.; Akkerman, S.; ten Dam, G.

    2011-01-01

    Generally, high-school students have been characterized as bored and disengaged from the learning process. However, certain educational designs promote excitement and engagement. Game-based learning is assumed to be such a design. In this study, the concept of flow is used as a framework to

  20. Making Sense of Game-Based User Data: Learning Analytics in Applied Games

    Science.gov (United States)

    Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich

    2015-01-01

    Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…

  1. The effect of traditional games and ordinary games on manipulative skills development in educable mental retarded boys

    Directory of Open Access Journals (Sweden)

    hamid reza Gheiji

    2014-03-01

    Full Text Available Background : Manipulative skills are one of the fundamental skills subtitles which is used in most of daily and sports activities. The aim of this study was to compare the effect of traditional games and ordinary games on manipulative skills development in 8-10 years old Gorgan boys with educable mental retardation. Materials and Methods: Personal information was evaluated by the researcher made questionnaire and children's intelligence by the Wechsler test. Also, manipulative skills were assessed by the Test of Gross Motor Development- edition 2 (TGMD-2 in pre-test. Then, participants were distributed into two groups traditional games (n=15 and ordinary games (n=15 randomly. Post-test of TGMD-2 were done from two groups after 8 weeks training (3 sessions per week and 45 min for each session. Data analyzes was done by independent t-test, paired t-test and variance analysis with repeated measurement in a significant rate (α= 0.05. Results: The two groups showed significant improvements in manipulation skills, but the improvement of traditional games group was significantly more than ordinary games group in all of measured manipulating skills (throwing, catching, kicking, striking, dribbling , rolling a ball (p<0.05. Conclusion: It can be said, selected traditional games could be an appropriate program for the manipulative skills development of children.

  2. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

    This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest

  3. Game Portability Using a Service-Oriented Approach

    Directory of Open Access Journals (Sweden)

    Ahmed BinSubaih

    2008-01-01

    Full Text Available Game assets are portable between games. The games themselves are, however, dependent on the game engine they were developed on. Middleware has attempted to address this by, for instance, separating out the AI from the core game engine. Our work takes this further by separating the game from the game engine, and making it portable between game engines. The game elements that we make portable are the game logic, the object model, and the game state, which represent the game's brain, and which we collectively refer to as the game factor, or G-factor. We achieve this using an architecture based around a service-oriented approach. We present an overview of this architecture and its use in developing games. The evaluation demonstrates that the architecture does not affect performance unduly, adds little development overhead, is scaleable, and supports modifiability.

  4. Investigating the Learning-Theory Foundations of Game-Based Learning: A Meta-Analysis

    Science.gov (United States)

    Wu, W-H.; Hsiao, H-C.; Wu, P-L.; Lin, C-H.; Huang, S-H.

    2012-01-01

    Past studies on the issue of learning-theory foundations in game-based learning stressed the importance of establishing learning-theory foundation and provided an exploratory examination of established learning theories. However, we found research seldom addressed the development of the use or failure to use learning-theory foundations and…

  5. Game-Based Learning Engagement: A Theory- and Data-Driven Exploration

    Science.gov (United States)

    Ke, Fengfeng; Xie, Kui; Xie, Ying

    2016-01-01

    The promise of using games for learning is that play- and learning-engagement would occur cohesively as a whole to compose a highly motivated learning experience. Yet the conceptualization of such an integrative process in the development of play-based learning engagement is lacking. In this analytical paper, we explored and conceptualized the…

  6. The Relationship between Video Game Use and a Performance-Based Measure of Persistence

    Science.gov (United States)

    Ventura, Matthew; Shute, Valerie; Zhao, Weinan

    2013-01-01

    An online performance-based measure of persistence was developed using anagrams and riddles. Persistence was measured by recording the time spent on unsolved anagrams and riddles. Time spent on unsolved problems was correlated to a self-report measure of persistence. Additionally, frequent video game players spent longer times on unsolved problems…

  7. Role-Playing Game Based Assessment to Fractional Concept in Second Grade Mathematics

    Science.gov (United States)

    Chiu, Fu-Yuan; Hsieh, Mei-Ling

    2017-01-01

    This study developed a set of Role-playing game (RPG), which was used to explore whether significant differences exist in academic performance and learning attitudes between RPG-based assessment and traditional lectures. This study also investigated the satisfaction of students toward the RPG scenario. Research participants included 100 second…

  8. A Game Theory Based Solution for Security Challenges in CRNs

    Science.gov (United States)

    Poonam; Nagpal, Chander Kumar

    2018-03-01

    Cognitive radio networks (CRNs) are being envisioned to drive the next generation Ad hoc wireless networks due to their ability to provide communications resilience in continuously changing environments through the use of dynamic spectrum access. Conventionally CRNs are dependent upon the information gathered by other secondary users to ensure the accuracy of spectrum sensing making them vulnerable to security attacks leading to the need of security mechanisms like cryptography and trust. However, a typical cryptography based solution is not a viable security solution for CRNs owing to their limited resources. Effectiveness of trust based approaches has always been, in question, due to credibility of secondary trust resources. Game theory with its ability to optimize in an environment of conflicting interests can be quite a suitable tool to manage an ad hoc network in the presence of autonomous selfish/malevolent/malicious and attacker nodes. The literature contains several theoretical proposals for augmenting game theory in the ad hoc networks without explicit/detailed implementation. This paper implements a game theory based solution in MATLAB-2015 to secure the CRN environment and compares the obtained results with the traditional approaches of trust and cryptography. The simulation result indicates that as the time progresses the game theory performs much better with higher throughput, lower jitter and better identification of selfish/malicious nodes.

  9. Game mediated communication: Multiplayer games as the medium for computer based communication

    OpenAIRE

    Wiklund, Mats

    2005-01-01

    BACKGROUND As computer games have evolved over time many new features and game aspects have been introduced, such as the player-to-player communication of multiplayer games. Here, interaction between players can make up the major content of gameplay, shifting the burden of producing the plot away from the game designers to the players themselves. While there still has to be a degree of plot and narration also in a multiplayer game, much focus is on the communication activities of the players ...

  10. Using Game Theory Techniques and Concepts to Develop Proprietary Models for Use in Intelligent Games

    Science.gov (United States)

    Christopher, Timothy Van

    2011-01-01

    This work is about analyzing games as models of systems. The goal is to understand the techniques that have been used by game designers in the past, and to compare them to the study of mathematical game theory. Through the study of a system or concept a model often emerges that can effectively educate students about making intelligent decisions…

  11. New Game Changers in Africa's Development Strategy

    OpenAIRE

    Jacqueline Munalula Musiitwa

    2012-01-01

    Africa is undergoing many positive soft infrastructure developments such as improved rule of law, reduced corruption, improved trade policies and so on changes that are reassuring investors that Africa is indeed open for business. Of note is that some of these changes are prompted by factors not previously considered in development strategies. Jacqueline Munalula Musiitwa addresses the role of netizens, the growing and better organized private sector and financial diplomacy. However, in order...

  12. 'Ephemerality’ in game development: opportunitiees and challenges

    OpenAIRE

    Fernández-Leiva, Antonio J.; Vázquez-Núñez, Ariel Eduardo

    2016-01-01

    Ephemeral Computation (Eph-C) is a newly created computation paradigm, the purpose of which is to take advantage of the ephemeral nature (limited lifetime) of computational resources. First we speak of this new paradigm in general terms, then more specifically in terms of videogame development. We present possible applications and benefits for the main research fields associated with videogame development. This is a preliminary work which aims to investigate the possibilities of applyin...

  13. What Role do Metaphors Play in Game-Based Learning Processes?

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2014-01-01

    This chapter explores the role played by metaphors in learning games and game-based learning processes. The aim is to contribute better understanding of the mechanisms of how such games contribute to learning and learning transfer. On the basis of an analytical strategy that emphasises metaphors...... as storylines, actors, acts and movement, three learning games are analysed in order to understand how learning emerges in association to game-embedded metaphors. As shown in this chapter, metaphors seem to play a profound role in game-based learning, both by providing participants with a suitcase containing...

  14. The design and development of a computer game on insulin injection.

    Science.gov (United States)

    Ebrahimpour, Fatemeh; Najafi, Mostafa; Sadeghi, Narges

    2014-01-01

    Insulin therapy is of high importance in glycemic control and prevention of complications in type 1 diabetes in children. However, this treatment is unpleasant and stressful for many children, and it is difficult for them to accept. The purpose of the study was to design and develop an educational computer game for diabetic children to familiarize them with insulin injections. After a review of the literature and the collection of basic information, we discussed the purpose of this research with some diabetic children, their parents, and nurses. The findings that we acquired from the discussion were considered in designing and developing the game. Then, following the principles associated with the development of computer games, we developed seven different games that related to insulin injections, and the games were evaluated in a pilot study. The games developed through the design and programming environment of Adobe Flash Player and stored on a computer disk (CD). The seven games were a pairs game, a puzzle game, a question and answer game, an insulin kit game, a drawing room game, a story game, and an insulin injection-room game). The idea was that diabetic children could become acquainted with insulin injections and the injection toolkit by playing a variety of entertaining and fun games. They also learned about some of the issues associated with insulin and experienced insulin injection in a simulated environment. It seems that the use of new technologies, such as computer games, can influence diabetic children's acquaintance with the correct method of insulin injection, psychological readiness to initiate insulin therapy, reduction in stress, anxiety, and fear of insulin injection.

  15. Visual complexity, player experience, performance and physical exertion in motion-based games for older adults

    OpenAIRE

    Smeddinck, Jan D.; Gerling, Kathrin M.; Tiemkeo, Saranat

    2013-01-01

    Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the e...

  16. Robot Games for Elderly

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg

    2011-01-01

    for players showing non-standard behaviour. The last game allows multiple users to compete against the robot based on an AI system originally created for real-time strategic computer games. This game has been evaluated in simulation, and the outcome is a generic software framework which can be used...... improve a person’s overall health, and this thesis investigates how games based on an autonomous, mobile robot platform, can be used to motivate elderly to move physically while playing. The focus of the investigation is on the development of games for an autonomous, mobile robot based on algorithms using...... spatio-temporal information about player behaviour - more specifically, I investigate three types of games each using a different control strategy. The first game is based on basic robot control which allows the robot to detect and follow a person. A field study in a rehabilitation centre and a nursing...

  17. Your Money or Your Life: The Development of a Life Assurance Game.

    Science.gov (United States)

    Reid, John

    1982-01-01

    Describes the stages in the development of the life insurance game 'Your Money or Your Life'--a board game designed to give students preparing for professional insurance examinations a better understanding of the nature, purpose, and scope of life insurance--and how the game is played. (EAO)

  18. Using a Serious Game Approach to Teach Secure Coding in Introductory Programming: Development and Initial Findings

    Science.gov (United States)

    Adamo-Villani, Nicoletta; Oania, Marcus; Cooper, Stephen

    2013-01-01

    We report the development and initial evaluation of a serious game that, in conjunction with appropriately designed matching laboratory exercises, can be used to teach secure coding and Information Assurance (IA) concepts across a range of introductory computing courses. The IA Game is a role-playing serious game (RPG) in which the student travels…

  19. EMERGO: A Methodology and Toolkit for Developing Serious Games in Higher Education

    Science.gov (United States)

    Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen

    2008-01-01

    Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…

  20. Rural development and the role of game farming in the Eastern Cape, South Africa

    NARCIS (Netherlands)

    Pasmans, Thijs; Hebinck, Paul

    2017-01-01

    The analysis of game farming is set in the Eastern Cape, South Africa. Game farming reorders the use, meaning and value of land and animal species. However, what it means for rural development processes in the immediate region and beyond is not well accounted for. We perceive game farming as an

  1. iOS Game Development using SpriteKit Framework with Swift Programming Language

    OpenAIRE

    Gurung, Lal

    2016-01-01

    iOS is a mobile operating system for Apple manufactured phones and tablets. Mobile Gaming Industries are growing very fast, and compatibility with iOS is becoming very popular among game developers. The aim of this Bachelor’s thesis was to find the best available game development tools for iOS platform. The 2D game named Lapland was developed using Apple’s own native framework, SpriteKit. The game was written with the SpriteKit programming language. The combination of SpriteKit and Swift...

  2. Optimization of Investment Planning Based on Game-Theoretic Approach

    Directory of Open Access Journals (Sweden)

    Elena Vladimirovna Butsenko

    2018-03-01

    Full Text Available The game-theoretic approach has a vast potential in solving economic problems. On the other hand, the theory of games itself can be enriched by the studies of real problems of decision-making. Hence, this study is aimed at developing and testing the game-theoretic technique to optimize the management of investment planning. This technique enables to forecast the results and manage the processes of investment planning. The proposed method of optimizing the management of investment planning allows to choose the best development strategy of an enterprise. This technique uses the “game with nature” model, and the Wald criterion, the maximum criterion and the Hurwitz criterion as criteria. The article presents a new algorithm for constructing the proposed econometric method to optimize investment project management. This algorithm combines the methods of matrix games. Furthermore, I show the implementation of this technique in a block diagram. The algorithm includes the formation of initial data, the elements of the payment matrix, as well as the definition of maximin, maximal, compromise and optimal management strategies. The methodology is tested on the example of the passenger transportation enterprise of the Sverdlovsk Railway in Ekaterinburg. The application of the proposed methodology and the corresponding algorithm allowed to obtain an optimal price strategy for transporting passengers for one direction of traffic. This price strategy contributes to an increase in the company’s income with minimal risk from the launch of this direction. The obtained results and conclusions show the effectiveness of using the developed methodology for optimizing the management of investment processes in the enterprise. The results of the research can be used as a basis for the development of an appropriate tool and applied by any economic entity in its investment activities.

  3. Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study.

    Science.gov (United States)

    Ingadottir, Brynja; Blondal, Katrin; Thue, David; Zoega, Sigridur; Thylen, Ingela; Jaarsma, Tiny

    2017-05-10

    Postoperative pain is a persistent problem after surgery and can delay recovery and develop into chronic pain. Better patient education has been proposed to improve pain management of patients. Serious games have not been previously developed to help patients to learn how to manage their postoperative pain. The aim of this study was to describe the development of a computer-based game for surgical patients to learn about postoperative pain management and to evaluate the usability, user experience, and efficacy of the game. A computer game was developed by an interdisciplinary team following a structured approach. The usability, user experience, and efficacy of the game were evaluated using self-reported questionnaires (AttrakDiff2, Postoperative Pain Management Game Survey, Patient Knowledge About Postoperative Pain Management questionnaire), semi-structured interviews, and direct observation in one session with 20 participants recruited from the general public via Facebook (mean age 48 [SD 14]; 11 women). Adjusted Barriers Questionnaire II and 3 questions on health literacy were used to collect background information. Theories of self-care and adult learning, evidence for the educational needs of patients about pain management, and principles of gamification were used to develop the computer game. Ease of use and usefulness received a median score between 2.00 (IQR 1.00) and 5.00 (IQR 2.00) (possible scores 0-5; IQR, interquartile range), and ease of use was further confirmed by observation. Participants expressed satisfaction with this novel method of learning, despite some technological challenges. The attributes of the game, measured with AttrakDiff2, received a median score above 0 in all dimensions; highest for attraction (median 1.43, IQR 0.93) followed by pragmatic quality (median 1.31, IQR 1.04), hedonic quality interaction (median 1.00, IQR 1.04), and hedonic quality stimulation (median 0.57, IQR 0.68). Knowledge of pain medication and pain management

  4. Professional Development for Scaling Pedagogical Innovation in the Context of Game-Based Learning: Teacher Identity as Cornerstone in "Shifting" Practice

    Science.gov (United States)

    Chee, Yam San; Mehrotra, Swati; Ong, Jing Chuan

    2015-01-01

    A dominant discourse on "scaling-up" small-scale innovations based on a limited number of successful classroom trials pervades the educational literature. We view this discourse as insensitive to the professional work of teachers and the human side of school change. Our research investigated how teacher professional development could be…

  5. Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game.

    Science.gov (United States)

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano

    2010-08-01

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change.

  6. Instructional games: Scientific language use, concept understanding, and attitudinal development of middle school learners

    Science.gov (United States)

    Mongillo, Geraldine

    The purpose of this qualitative study was to discover the influence of instructional games on middle school learners' use of scientific language, concept understanding, and attitude toward learning science. The rationale for this study stemmed from the lack of research concerning the value of play as an instructional strategy for older learners. Specifically, the study focused on the ways in which 6 average ability 7th grade students demonstrated scientific language and concept use during gameplay. The data were collected for this 6-week study in a southern New Jersey suburban middle school and included audio recordings of the 5 games observed in class, written documents (e.g., student created game questions, self-evaluation forms, pre- and post-assessments, and the final quiz) interviews, and researcher field notes. Data were coded and interpreted borrowing from the framework for scientific literacy developed by Bybee (1997). Based on the findings, the framework was modified to reflect the level of scientific understanding demonstrated by the participants and categorized as: Unacquainted, Nominal, Functional, and Conceptual. Major findings suggested that the participants predominantly achieved the Functional level of scientific literacy (i.e., the ability to adequately and appropriately use scientific language in both written and oral discourse) during games. Further, it was discovered that the participants achieved the Conceptual level of scientific literacy during gameplay. Through games participants were afforded the opportunity to use common, everyday language to explore concepts, promoted through peer collaboration. In games the participants used common language to build understandings that exceeded Nominal or token use of the technical vocabulary and concepts. Additionally, the participants reported through interviews and self-evaluation forms that their attitude (patterns included: Motivation, Interest, Fun, Relief from Boredom, and an Alternate Learning

  7. Gender and Cultural Differences in Game-Based Learning Experiences

    NARCIS (Netherlands)

    Lukosch, H.K.; Kurapati, S.; Groen, D; Verbraeck, A.

    2017-01-01

    Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The

  8. Problem-Based Educational Game Becomes Student-Centered Learning Environment

    Science.gov (United States)

    Rodkroh, Pornpimon; Suwannatthachote, Praweenya; Kaemkate, Wannee

    2013-01-01

    Problem-based educational games are able to provide a fun and motivating environment for teaching and learning of certain subjects. However, most educational game models do not address the learning elements of problem-based educational games. This study aims to synthesize and to propose the important elements to facilitate the learning process and…

  9. Disruptive game design: a commercial design and development methodology for supporting player cognitive engagement in digital games

    OpenAIRE

    Howell, Peter

    2015-01-01

    First-person games often support the player’s gradual accretion of knowledge of the game’s rules during gameplay. They thus focus on challenging and developing performative skills, which in turn supports the player in attaining feelings of achievement and skills mastery. However, an alternative disruptive game design approach is proposed as an approach that encourages players to engage in higher-order thinking, in addition to performative challenges. This requires players to cognitively engag...

  10. SEEK!: creating and crowdfunding a game-based open educational resource to improve information literacy

    Directory of Open Access Journals (Sweden)

    Andrew Walsh

    2014-03-01

    Full Text Available Crowdfunding was used for the development and production of an information literacy game, SEEK!, in 2012. The game aims to build skills around creating a search strategy and is deliberately generic and adaptable. This article outlines the reasons for using such a game for the teaching of information skills, the process of gaining funding via the crowdfunding platform Indiegogo and some future developments that build on the initial game creation and use.

  11. A study on the validity of a computer-based game to assess cognitive processes, reward mechanisms, and time perception in children aged 4-8 years

    OpenAIRE

    Peijnenborgh, Janneke; Hurks, PM Petra; Aldenkamp, AP Albert; Spek, van der, ED Erik; Rauterberg, GWM Matthias; Vles, JSH Johan; Hendriksen, JGM

    2016-01-01

    Background A computer-based game, named Timo?s Adventure, was developed to assess specific cognitive functions (eg, attention, planning, and working memory), time perception, and reward mechanisms in young school-aged children. The game consists of 6 mini-games embedded in a story line and includes fantasy elements to enhance motivation. Objective The aim of this study was to investigate the validity of Timo?s Adventure in normally developing children and in children with attention-deficit/hy...

  12. Evaluation of Game-Based Learning in Cybersecurity Education for High School Students

    Directory of Open Access Journals (Sweden)

    Ge Jin

    2018-02-01

    Full Text Available The increasing demand for global cybersecurity workforce made it a critical mission for universities and colleges to attract and train next generation of cybersecurity professionals. To address this issue, Purdue University Northwest (PNW launched high school summer camps to 181 high school students, with 51.3% underrepresented minority ratio. PNW summer camp activities were delivered in the format of game based learning and hands-on labs. Four cybersecurity education games were developed to teach social engineering, cyber-attack and defense methods, secure online behavior, and cybersecurity principles. Survey result of 154 camp participants indicated that the cybersecurity education games were very effective in cybersecurity awareness training. Further analysis of survey data revealed that the gamification of cybersecurity education to raise students’ interests in computer science and cybersecurity was more effective in male high school students than in female students.

  13. Evaluation of a Web-based malaria risk reduction game for study abroad students.

    Science.gov (United States)

    Hartjes, Laurie B; Baumann, Linda C

    2012-01-01

    Compare feedback strategies in 3 versions of an educational game. Study abroad students (N = 482) participated by playing the game and completing pregame/postgame surveys January-March 2010. This study employed an experimental design. Primary outcome measures were knowledge gain, player satisfaction, and risk perception. One-third had previously traveled to a malaria-risk region, and two thirds planned to do so. Baseline malaria knowledge was low. Postgame knowledge and risk perception were significantly higher than pregame, irrespective of past travel status. The group that automatically received explanatory feedback following game decisions scored higher for mean knowledge gain, without differences in player satisfaction. The challenges of designing a feedback strategy to support Web-based learning make these results highly relevant to health educators developing interactive multimedia interventions. The increasing number of students traveling to higher-risk destinations demands attention. Both malaria-naive and malaria-experienced students would benefit from this approach to travel health education.

  14. Game-based online antenatal breastfeeding education: A pilot.

    Science.gov (United States)

    Grassley, Jane S; Connor, Kelley C; Bond, Laura

    2017-02-01

    The aim of this study was to evaluate the effect of the Healthy Moms intervention on antenatal breastfeeding self-efficacy and intention and to determine the feasibility of using an online game-based learning platform to deliver antenatal breastfeeding education. The Internet has potential for improving breastfeeding rates through improving women's access to antenatal breastfeeding education. Twelve computer-based breastfeeding education modules were developed using an online learning platform. Changes in participants' breastfeeding self-efficacy and intention pre- and post-intervention were measured using descriptive statistics and a one-way ANOVA. Of the 25 women submitting the pretest, four completed zero quests; seven, orientation only; eight, one to six breastfeeding quests; and six, 10 to 12 breastfeeding quests. No significant differences in breastfeeding self-efficacy and intention were found among the groups. Online antenatal breastfeeding education is feasible; however, further research is warranted to determine if it can affect breastfeeding outcomes. Copyright © 2016 Elsevier Inc. All rights reserved.

  15. Infectious diseases prioritisation for event-based surveillance at the European Union level for the 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Economopoulou, A; Kinross, P; Domanovic, D; Coulombier, D

    2014-04-17

    In 2012, London hosted the Olympic and Paralympic Games (the Games), with events occurring throughout the United Kingdom (UK) between 27 July and 9 September 2012. Public health surveillance was performed by the Health Protection Agency (HPA). Collaboration between the HPA and the European Centre for Disease Prevention and Control (ECDC) was established for the detection and assessment of significant infectious disease events (SIDEs) occurring outside the UK during the time of the Games. Additionally, ECDC undertook an internal prioritisation exercise to facilitate ECDC’s decisions on which SIDEs should have preferentially enhanced monitoring through epidemic intelligence activities for detection and reporting in daily surveillance in the European Union (EU). A team of ECDC experts evaluated potential public health risks to the Games, selecting and prioritising SIDEs for event-based surveillance with regard to their potential for importation to the Games, occurrence during the Games or export to the EU/European Economic Area from the Games. The team opted for a multilevel approach including comprehensive disease selection, development and use of a qualitative matrix scoring system and a Delphi method for disease prioritisation. The experts selected 71 infectious diseases to enter the prioritisation exercise of which 27 were considered as priority for epidemic intelligence activities by ECDC for the EU for the Games.

  16. Serious Games Development and Applications: Proceedings of the Second International Conference on Serious Games Development and Applications (SGDA 2011)

    OpenAIRE

    2011-01-01

    The recent re-emergence of serious games as a branch of video games has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, just to name a few. If utilised alongside, or combined with conventional approaches serious games could provide a more powerful means of knowledge...

  17. Online, game-based education for melanoma recognition: A pilot study.

    Science.gov (United States)

    Maganty, Nishita; Ilyas, Muneeb; Zhang, Nan; Sharma, Amit

    2017-11-09

    To evaluate the effectiveness of a game-based learning (GBL) intervention, Tapamole, in improving recognition of the features of melanoma (MM) compared to a written education intervention. Tapamole, an online education intervention, was developed using GBL. Participants were voluntarily recruited from the Dermatology waiting room and randomized to three groups: game, pamphlet, and no intervention. Participants completed a pre-intervention survey, post-intervention survey, and test on MM recognition. Clustered binary data equations were used to calculate sensitivity, specificity, and accuracy for each group and GEE model with log link was used to compare measures between groups. Sixty participants were recruited. The sensitivity for MM recognition in the game group was 100% compared to 95% for the pamphlet group. The specificity (40.8% vs 53.3%) and accuracy (60.6% vs 67.2%) of the game and pamphlet groups were similar. Participants in the game group reported higher enjoyment than those in the pamphlet group. GBL was as effective as the written intervention in identifying features of MM. With increasing use of the Internet for health information, it is critical to have effective online education interventions. GBL education tools are effective, enjoyable, and should be used to improve MM patient education. Copyright © 2017 Elsevier B.V. All rights reserved.

  18. There’s More to Science than Research: A Team-Based Role Game to Develop School Students’ Understanding of Science Careers in Pharmaceutical Quality Control

    Directory of Open Access Journals (Sweden)

    Rachael Collins

    2015-08-01

    Full Text Available School students lack information about STEM based careers, a subject that is not sufficiently embedded in the national science curriculum. As a result, students feel they receive insufficient advice to support their choice of subjects at GCSE level and beyond. Students struggle to envisage potential career pathways leading on from studying science at school, and especially for younger students it is difficult to convey typical science-based career pictures in a way that is easily accessible to them. To address this need, we developed an interactive team-based activity which uses role play to help students envisage typical work processes within a science-based career—microbial quality control in a pharmaceutical industrial environment. This activity addresses children’s curiosity about science-based careers, by enabling them to experience typical every day work processes in an industrial environment in a hands-on fashion. Additionally, the activity helps to convey abstract concepts, such as the abundance of microbes in the natural environment, microbial contamination and the importance of hygiene, which link to the science curriculum.

  19. Traditional games in interpersonal relationships development in students with behavioral disorders

    Directory of Open Access Journals (Sweden)

    Lauriesky Hernández-Oruña

    2014-04-01

    Full Text Available The educational alternative proposed is aimed at promoting the development of interpersonal relationships of students with behavioral disorders. The study stand fom different theoretical approaches that have allowed psychological and pedagogical support of the actions developed, highlighting the importance of traditional games in the integral formation of the students. For the altrnative design it was started with a diagnosis in which identified problems that these are in this particular subject using different research methods. The results allowed the development of alternative that is suggested, thus responding to the problem identified. This work is based on Cuban traditional games that favor the development of appropriate interpersonal relationships with emphasis on the interaction among the pupils in Special School Hermanos Saiz from Pinar del Rio municipality.

  20. From Cards To Digital Games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2017-01-01

    This study is based on an iterative, participatory design investigation that we are conducting in order to create digital games that could be flexibly re-designed by players, without requiring programming knowledge. In particular we focus on digital game development, both design and implementation......, for primary school pupils and their teachers. We propose a scenario where digital game development is mediated by tinkering with paper prototypes similar to board games. We address the problems of making sense and expressing rules of a digital game without programming. Analysis of our latest participatory...... workshop offers evidence that a board game can work as a tangible model of the computation happening in a digital game. Children understand the practice of designing games mainly as manipulation of features and behaviors of the visual elements of a game. We attempt at looking beyond visual programming...

  1. An Inclusive Framework for Developing Video Games for Learning

    OpenAIRE

    Mustaquim, Moyen; Nyström, Tobias

    2012-01-01

    Games are a type of vehicle with which society is changing at present-day. But how the games themselves will be changed by society, is an interesting question to ask for enhancing and initiating better design of games. As participation in gaming upsurges around the world and across a larger part of the population, it is obvious that games are not only an entertainment medium for children or young people anymore. Games can be used to accomplish different purposes for different groups of people...

  2. Child development and genre preference: research for educational game design.

    Science.gov (United States)

    Sherry, John L; Lucas, Kristen; Greenberg, Bradley S; Holmstrom, Amanda

    2013-05-01

    As the movement to capitalize on unique affordances of video games for learning continues to grow, relatively little research in that area has examined how formal features, such as genre and game mechanics, draw and hold children's attention. This study examines which genres children prefer and the reasons why children prefer those genres by reporting on a video game uses and gratifications survey of children of various ages (n=685). Results show distinct patterns of game use and preference tied to typical child developmental ecology at each age, indicating that genre preference varies by age and developmental context. Implications for game research and educational gaming are provided.

  3. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p games were more enjoyable (p games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  4. Novel approaches to obesity prevention: effects of game enjoyment and game type on energy expenditure in active video games.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Komoski, Stephanie E; Carr, Philip M; Ward, Dianne S

    2012-07-01

    Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Young adults (N = 100, 50 female, 55 overweight, aged 18-35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg(-1)/h(-1) (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p games were more enjoyable (p games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. © 2012 Diabetes Technology Society.

  5. Feature Selection with Neighborhood Entropy-Based Cooperative Game Theory

    Directory of Open Access Journals (Sweden)

    Kai Zeng

    2014-01-01

    Full Text Available Feature selection plays an important role in machine learning and data mining. In recent years, various feature measurements have been proposed to select significant features from high-dimensional datasets. However, most traditional feature selection methods will ignore some features which have strong classification ability as a group but are weak as individuals. To deal with this problem, we redefine the redundancy, interdependence, and independence of features by using neighborhood entropy. Then the neighborhood entropy-based feature contribution is proposed under the framework of cooperative game. The evaluative criteria of features can be formalized as the product of contribution and other classical feature measures. Finally, the proposed method is tested on several UCI datasets. The results show that neighborhood entropy-based cooperative game theory model (NECGT yield better performance than classical ones.

  6. Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game

    OpenAIRE

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano

    2010-01-01

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among you...

  7. The Stag Hunt Game: An Example of an Excel-Based Probabilistic Game

    Science.gov (United States)

    Bridge, Dave

    2016-01-01

    With so many role-playing simulations already in the political science education literature, the recent repeated calls for new games is both timely and appropriate. This article answers and extends those calls by advocating the creation of probabilistic games using Microsoft Excel. I introduce the example of the Stag Hunt Game--a short, effective,…

  8. Games in Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2014-01-01

    This paper presents a categorisation of science game formats in relation to the educational possibilities or limitations they offer in science education. This includes discussion of new types of science game formats and gamification of science. Teaching with the use of games and simulations...... in science education dates back to the 1970s and early 80s were the potentials of games and simulations was discussed extensively as the new teaching tool ( Ellington et al. , 1981). In the early 90s the first ITC -based games for exploration of science and technical subjects was developed (Egenfeldt......-Nielsen, 2005). After the turn of the millennium, there has been an increasing awareness both on potentials in using commercial computer games in science education, and on developing so serious games for scientific subjects such as chemistry, physics and biology (Squire & Klopfer, 2007; Shaffer, 2006; Magnussen...

  9. Adaptive Advice in Learning With a Computer-Based Knowledge Management Simulation Game

    NARCIS (Netherlands)

    Leemkuil, Hendrik H.; de Jong, Anthonius J.M.

    2012-01-01

    Despite the long tradition of game-based learning, there are still many unanswered questions regarding the instructional design of educational games. An important issue is the support that learners can be given in a game to enhance their learning. One recommended type of support is “advice,” which

  10. A Computer-Based Gaming System for Assessing Recognition Performance (RECOG).

    Science.gov (United States)

    Little, Glenn A.; And Others

    This report documents a computer-based gaming system for assessing recognition performance (RECOG). The game management system is programmed in a modular manner to: instruct the student on how to play the game, retrieve and display individual images, keep track of how well individuals play and provide them feedback, and link these components by…

  11. A Computer-Assisted Learning Model Based on the Digital Game Exponential Reward System

    Science.gov (United States)

    Moon, Man-Ki; Jahng, Surng-Gahb; Kim, Tae-Yong

    2011-01-01

    The aim of this research was to construct a motivational model which would stimulate voluntary and proactive learning using digital game methods offering players more freedom and control. The theoretical framework of this research lays the foundation for a pedagogical learning model based on digital games. We analyzed the game reward system, which…

  12. Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation.

    Science.gov (United States)

    Choi, Yoon-Hee; Paik, Nam-Jong

    2018-03-08

    Stroke rehabilitation requires repetitive, intensive, goal-oriented therapy. Virtual reality (VR) has the potential to satisfy these requirements. Game-based therapy can promote patients' engagement in rehabilitation therapy as a more interesting and a motivating tool. Mobile devices such as smartphones and tablet PCs can provide personalized home-based therapy with interactive communication between patients and clinicians. In this study, a mobile VR upper extremity rehabilitation program using game applications was developed. The findings from the study show that the mobile game-based VR program effectively promotes upper extremity recovery in patients with stroke. In addition, patients completed two weeks of treatment using the program without adverse effects and were generally satisfied with the program. This mobile game-based VR upper extremity rehabilitation program can substitute for some parts of the conventional therapy that are delivered one-on-one by an occupational therapist. This time-efficient, easy to implement, and clinically effective program would be a good candidate tool for tele-rehabilitation for upper extremity recovery in patients with stroke. Patients and therapists can collaborate remotely through these e-health rehabilitation programs while reducing economic and social costs.

  13. Utility of ck metrics in predicting size of board-based software games

    International Nuclear Information System (INIS)

    Sabhat, N.; Azam, F.; Malik, A.A.

    2017-01-01

    Software size is one of the most important inputs of many software cost and effort estimation models. Early estimation of software plays an important role at the time of project inception. An accurate estimate of software size is, therefore, crucial for planning, managing, and controlling software development projects dealing with the development of software games. However, software size is unavailable during early phase of software development. This research determines the utility of CK (Chidamber and Kemerer) metrics, a well-known suite of object-oriented metrics, in estimating the size of software applications using the information from its UML (Unified Modeling Language) class diagram. This work focuses on a small subset dealing with board-based software games. Almost sixty games written using an object-oriented programming language are downloaded from open source repositories, analyzed and used to calibrate a regression-based size estimation model. Forward stepwise MLR (Multiple Linear Regression) is used for model fitting. The model thus obtained is assessed using a variety of accuracy measures such as MMRE (Mean Magnitude of Relative Error), Prediction of x(PRED(x)), MdMRE (Median of Relative Error) and validated using K-fold cross validation. The accuracy of this model is also compared with an existing model tailored for size estimation of board games. Based on a small subset of desktop games developed in various object-oriented languages, we obtained a model using CK metrics and forward stepwise multiple linear regression with reasonable estimation accuracy as indicated by the value of the coefficient of determination (R2 = 0.756).Comparison results indicate that the existing size estimation model outperforms the model derived using CK metrics in terms of accuracy of prediction. (author)

  14. Developing the Serious Games potential in nursing education.

    Science.gov (United States)

    Petit dit Dariel, Odessa J; Raby, Thibaud; Ravaut, Frédéric; Rothan-Tondeur, Monique

    2013-12-01

    Shortened hospital stays, high patient acuity and technological advances demand that nurses increasingly make decisions under conditions of uncertainty and risk (Ebright et al., 2003). With rising trends towards out-patient care, nurses will need to perform complex problem-solving within a dynamic and changing environment for which there is not one clear solution (Schofield et al., 2010; Wolff et al., 2009). The development of sharp clinical reasoning skills, as well as skills in detection, monitoring, investigation and evaluation are therefore essential (Aitken et al., 2002). Yet few nursing students have long-term exposure to home-care and community situations. This is primarily due to scarce human resources and the time-consuming requirements of student supervision (Duque et al., 2008). When students are given the opportunity to experience home-care or community visits these tend to be unstructured leading to wide variations in their competencies. New pedagogical tools are needed to adequately and consistently prepare nurses for the skills they will need to care for patients outside acute care settings. Advances in Information and Communications Technologies (ICT) offer an opportunity to explore innovative pedagogical solutions that could help students develop these skills in a safe environment. A three-phased project is underway that aims to create and test a Serious Game to improve nurses' clinical reasoning and detection skills in home-care and community settings. The first phase of this project involves the development of a scenario, the game engine and the graphic design and will be the focus of this paper. The second and third phases will test the Serious Game as an educational intervention and will be reported in subsequent papers. Copyright © 2012 Elsevier Ltd. All rights reserved.

  15. A Framework for Gamified Activities Based on Mobile Games Played by Portuguese University Students

    Science.gov (United States)

    Carvalho, Ana Amélia; Araújo, Inês; Zagalo, Nelson

    2014-01-01

    This paper starts by reporting the findings of a survey of Portuguese university students concerning their game habits and preferences. An online questionnaire was developed and 1101 answers were collected, 626 were mobile game players. The results from the survey indicate that the games most played by university students are essentially casual…

  16. Multi-Robot Searching using Game-Theory Based Approach

    Directory of Open Access Journals (Sweden)

    Yan Meng

    2008-11-01

    Full Text Available This paper proposes a game-theory based approach in a multi–target searching using a multi-robot system in a dynamic environment. It is assumed that a rough priori probability map of the targets' distribution within the environment is given. To consider the interaction between the robots, a dynamic-programming equation is proposed to estimate the utility function for each robot. Based on this utility function, a cooperative nonzero-sum game is generated, where both pure Nash Equilibrium and mixed-strategy Equilibrium solutions are presented to achieve an optimal overall robot behaviors. A special consideration has been taken to improve the real-time performance of the game-theory based approach. Several mechanisms, such as event-driven discretization, one-step dynamic programming, and decision buffer, have been proposed to reduce the computational complexity. The main advantage of the algorithm lies in its real-time capabilities whilst being efficient and robust to dynamic environments.

  17. Educational Game Development Approach to a particular case: the donor's evaluation.

    Science.gov (United States)

    Borro Escribano, B; del Blanco, A; Torrente, J; Borro Mate, J M; Fernandez Manjon, B

    2015-01-01

    Serious games are a current trend nowadays. Almost every sector has used serious games in recent years for different educational purposes. The eLearning research team of the Complutense University of Madrid main focus of research is the development of low-cost serious games. During the past 10 years, we have been working with and developing serious games, paying special attention to those related to healthcare. From all these studies, a methodology was defined-the Educational Game Development Approach (EGDA)-to design, develop, and evaluate game-like simulations or serious games in healthcare. We present the application of the EGDA to a particular case, the development of a serious game representing the donor's evaluation in an intensive care unit from the point of view of a hospital coordinator following the EGDA methodology. In this simulation, we changed the strategy of selection of teaching cases by exponentially increasing the number of teaching cases. This kind of educational content provides several benefits to students as they learn while playing; they receive immediate feedback of mistakes and correct moves and an objective assessment. These simulations allow the students to practice in a risk-free environment. Moreover, the addition of game elements increases engagement and promotes the retention of important information. A game-like simulation has been developed through the use of this methodology. This simulation represents a complex medical procedure. Copyright © 2015 Elsevier Inc. All rights reserved.

  18. eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice

    Directory of Open Access Journals (Sweden)

    Hannig Andreas

    2012-10-01

    Full Text Available Abstract Background Preparing medical students for the takeover or the start-up of a medical practice is an important challenge in Germany today. Therefore, this paper presents a computer-aided serious game (eMedOffice developed and currently in use at the RWTH Aachen University Medical School. The game is part of the attempt to teach medical students the organizational and conceptual basics of the medical practice of a general practitioner in a problem-based learning environment. This paper introduces methods and concepts used to develop the serious game and describes the results of an evaluation of the game's application in curricular courses at the Medical School. Results Results of the conducted evaluation gave evidence of a positive learning effect of the serious game. Educational supervisors observed strong collaboration among the players inspired by the competitive gaming aspects. In addition, an increase in willingness to learn and the exploration of new self-invented ideas were observed and valuable proposals for further prospective enhancements were elicited. A statistical analysis of the results of an evaluation provided a clear indication of the positive learning effect of the game. A usability questionnaire survey revealed a very good overall score of 4.07 (5=best, 1=worst. Conclusions We consider web-based, collaborative serious games to be a promising means of improving medical education. The insights gained by the implementation of eMedOffice will promote the future development of more effective serious games for integration into curricular courses of the RWTH Aachen University Medical School.

  19. Exploring Young Children's Performance on and Acceptance of an Educational Scenario-Based Digital Game for Teaching Route-Planning Strategies: A Case Study

    Science.gov (United States)

    Lin, Yi-Hui; Hou, Huei-Tse

    2016-01-01

    Researchers suggest that game-based learning (GBL) can be used to facilitate mathematics learning. However, empirical GBL research that targets young children is still limited. The purposes of the study is to develop a scenario-based digital game to promote children's route-planning ability, to empirically explore children's learning performance…

  20. Searching for Sentient Design Tools for Game Development

    DEFF Research Database (Denmark)

    Liapis, Antonios

    Over the last twenty years, computer games have grown from a niche market targeting young adults to an important player in the global economy, engaging millions of people from different cultural backgrounds. As both the number and the size of computer games continue to rise, game companies handle...

  1. Business models for Serious Games developers - transition from a product centric to a service centric approach.

    Directory of Open Access Journals (Sweden)

    Jannicke Baalsrud Hauge

    2014-02-01

    Full Text Available In the context of the serious games industry, up to now the most commonly used BM among developers representing SMEs consists in offering an individual product to the customer, based on tailored one-of a kind production. Such production has high costs and low re-usability and leads to a long time-to-market. For an industry dealing with products highly dependent on technological advances, this implies high risks for failure and thus being put out of business. Consequently, an increasing number of Serious Games developers are struggling to survive. These trends are not specific for the SG development sector, but can actually be observed in several others, like software industry as well as the manufacturing industry, where a transition to less product-oriented BM can be observed. This article is based on an analysis of cases studies to outline how such a transition might be possible also within serious game industry, but also to discuss the threats and opportunities of the transition, both based on case studies as well as on comparison with experiences in other industries

  2. Game Play: What Does It Mean for Pedagogy to Think Like a Game Developer?

    Science.gov (United States)

    Pill, Shane

    2014-01-01

    What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning needs and…

  3. Providing disabled persons in developing countries access to computer games through a novel gaming input device

    CSIR Research Space (South Africa)

    Smith, Andrew C

    2011-01-01

    Full Text Available A novel input device is presented for use with a personal computer by persons with physical disabilities who would otherwise not be able to enjoy computer gaming. This device is simple to manufacture and low in cost. A gaming application...

  4. Vulnerability Analysis of CSP Based on Stochastic Game Theory

    Directory of Open Access Journals (Sweden)

    Jiajun Shen

    2016-01-01

    Full Text Available With the development of industrial informatization, the industrial control network has gradually become much accessible for attackers. A series of vulnerabilities will therefore be exposed, especially the vulnerability of exclusive industrial communication protocols (ICPs, which has not yet been attached with enough emphasis. In this paper, stochastic game theory is applied on the vulnerability analysis of clock synchronization protocol (CSP, one of the pivotal ICPs. The stochastic game model is built strictly according to the protocol with both Man-in-the-Middle (MIM attack and dependability failures being taken into account. The situation of multiple attack routes is considered for depicting the practical attack scenarios, and the introduction of time aspect characterizes the success probabilities of attackers actions. The vulnerability analysis is then realized through determining the optimal strategies of attacker under different states of system, respectively.

  5. Cognitive Assessment of Movement-Based Computer Games

    Science.gov (United States)

    Kearney, Paul

    2008-01-01

    This paper examines the possibility that dance games such as Dance Dance Revolution or StepMania enhance the cognitive abilities that are critical to academic achievement. These games appear to place a high cognitive load on working memory requiring the player to convert a visual signal to a physical movement up to 7 times per second. Players see a pattern of directions displayed on the screen and they memorise these as a dance sequence. Other researchers have found that attention span and memory ability, both cognitive abilities required for academic achievement, are improved through the use of physical movement and exercise. This paper reviews these claims and documents tool development for on-going research by the author.

  6. Home-Based Computer Gaming in Vestibular Rehabilitation of Gaze and Balance Impairment.

    Science.gov (United States)

    Szturm, Tony; Reimer, Karen M; Hochman, Jordan

    2015-06-01

    Disease or damage of the vestibular sense organs cause a range of distressing symptoms and functional problems that could include loss of balance, gaze instability, disorientation, and dizziness. A novel computer-based rehabilitation system with therapeutic gaming application has been developed. This method allows different gaze and head movement exercises to be coupled to a wide range of inexpensive, commercial computer games. It can be used in standing, and thus graded balance demands using a sponge pad can be incorporated into the program. A case series pre- and postintervention study was conducted of nine adults diagnosed with peripheral vestibular dysfunction who received a 12-week home rehabilitation program. The feasibility and usability of the home computer-based therapeutic program were established. Study findings revealed that using head rotation to interact with computer games, when coupled to demanding balance conditions, resulted in significant improvements in standing balance, dynamic visual acuity, gaze control, and walking performance. Perception of dizziness as measured by the Dizziness Handicap Inventory also decreased significantly. These preliminary findings provide support that a low-cost home game-based exercise program is well suited to train standing balance and gaze control (with active and passive head motion).

  7. Comparison of Learning Software Architecture by Developing Social Applications versus Games on the Android Platform

    Directory of Open Access Journals (Sweden)

    Bian Wu

    2012-01-01

    Full Text Available This paper describes an empirical study where the focus was on discovering differences and similarities in students working on development of social applications versus students working on development of games using the same Android development platform. In 2010-2011, students attending the software architecture course at the Norwegian University of Science and Technology (NTNU could choose between four types of projects. Independently of the chosen type of project, all students had to go through the same phases, produce the same documents based on the same templates, and follow exactly the same process. This study focuses on one of projects—Android project, to see how much the application domain affects the course project independently of the chosen technology. Our results revealed some positive effects for the students doing game development compared to social application development to learn software architecture, like motivated to work with games, a better focus on quality attributes such as modifiability and testability during the development, production of software architectures of higher complexity, and more productive coding working for the project. However, we did not find significant differences in awarded grade between students choosing the two different domains.

  8. Multispectral iris recognition based on group selection and game theory

    Science.gov (United States)

    Ahmad, Foysal; Roy, Kaushik

    2017-05-01

    A commercially available iris recognition system uses only a narrow band of the near infrared spectrum (700-900 nm) while iris images captured in the wide range of 405 nm to 1550 nm offer potential benefits to enhance recognition performance of an iris biometric system. The novelty of this research is that a group selection algorithm based on coalition game theory is explored to select the best patch subsets. In this algorithm, patches are divided into several groups based on their maximum contribution in different groups. Shapley values are used to evaluate the contribution of patches in different groups. Results show that this group selection based iris recognition

  9. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

    The correspondence between game and reality is usually regarded as a representational relationship. Discussing the correspondence, one must, however, also look into the relation between game and player: The interests of the player and the staging of the player in the game. Games can be consumer...... software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...... seem to be emerging in the field of gaming. The presentation focuses on this new correspondence, describes its different appearances, elaborates various historical traces and argues that user access to a textual, constitutive level of the game seems intrinsically linked to the genre....

  10. Game Theory

    DEFF Research Database (Denmark)

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  11. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  12. Gaming Preferences of Aging Generations.

    Science.gov (United States)

    Blocker, Kenneth A; Wright, Timothy J; Boot, Walter R

    2014-01-01

    Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics.

  13. Research of Talent Development Policy of Online Game Industry

    Directory of Open Access Journals (Sweden)

    Yun-Che Yang

    2003-12-01

    Full Text Available Due to the progress of information technology and the development of Internet, the digital content industry has become one of the most promising industries in the 21st century. The rapid growth of the online gaming industry at the turn of the century does not only catch the eyes of the whole world, but also reshape the entire information-related industry. The purpose of this study is to explore issue of the talent development policy of the domestic online game industry. The method of in-depth interview is used in this study, and the research target is chosen to be qualified of speaking for the government, the education institutes, and the private sectors in the industry. The findings of this research suggest that Taiwan's government should take up a more vigorous responsibility. Following the government's leadership, both education institutes and industry private sectors must actively participate in the collaboration and feed back the up-dated information, such as the market trend and most wanted human resources, to the policy makers.[Article content in Chinese

  14. Teaching EBP Using Game-Based Learning: Improving the Student Experience.

    Science.gov (United States)

    Davidson, Sandra J; Candy, Laurie

    2016-08-01

    Evidence-based practice (EBP) is considered a key entry to practice competency for nurses. However, many baccalaureate nursing programs continue to teach "traditional" nursing research courses that fail to address many of the critical knowledge, skills, and attitudes that foster EBP. Traditional classroom teaching strategies do little to promote the development of competencies critical for engaging in EBP in clinical contexts. The purpose of this work was to develop, implement, and evaluate an innovative teaching strategy aimed at improving student learning, engagement and satisfaction in an online EBP course. The goals of this paper are to: (1) describe the process of course development, (2) describe the innovative teaching strategy, and (3) discuss the outcomes of the pilot course offered using game-based learning. A midterm course-specific survey and standard institutional end of course evaluations were used to evaluate student satisfaction. Game platform analytics and thematic analysis of narrative comments in the midterm and end of course surveys were used to evaluate students' level of engagement. Student learning was evaluated using the end of course letter grade. Students indicated a high satisfaction with the course. Student engagement was also maintained throughout the course. The majority of students (87%, 26/30) continued to complete learning quests in the game after achieving the minimum amount of points to earn an A. Seven students completed every learning quest available in the game platform. Of the 30 students enrolled in the course, 17 students earned a final course grade of A+ and 13 earned an A. Provide students with timely, individualized feedback to enable mastery learning. Create student choice and customization of learning. Integrate the use of badges (game mechanics) to increase engagement and motivation. Level learning activities to build on each other and create flow. © 2016 Sigma Theta Tau International.

  15. Developing a coding scheme for detecting usability and fun problems in computer games for young children.

    Science.gov (United States)

    Barendregt, W; Bekker, M M

    2006-08-01

    This article describes the development and assessment of a coding scheme for finding both usability and fun problems through observations of young children playing computer games during user tests. The proposed coding scheme is based on an existing list of breakdown indication types of the detailed video analysis method (DEVAN). This method was developed to detect usability problems in task-based products for adults. However, the new coding scheme for children's computer games takes into account that in games, fun, in addition to usability, is an important factor and that children behave differently from adults. Therefore, the proposed coding scheme uses 8 of the 14 original breakdown indications and has 7 new indications. The article first discusses the development of the new coding scheme. Subsequently, the article describes the reliability assessment of the coding scheme. The any-two agreement measure of 38.5% shows that thresholds for when certain user behavior is worth coding will be different for different evaluators. However, the any-two agreement of .92 for a fixed list of observation points shows that the distinction between the available codes is clear to most evaluators. Finally, a pilot study shows that training can increase any-two agreement considerably by decreasing the number of unique observations, in comparison with the number of agreed upon observations.

  16. Computerized games to study the development of attention in childhood.

    Science.gov (United States)

    Berger, A; Jones, L; Rothbart, M K; Posner, M I

    2000-05-01

    Children enjoy playing games. We can take advantage of this in the designs of computerized tasks that will engage their interest. These designs also serve to advance the study of chronometric measures, such as manual and saccadic reaction times and event related potentials, with young children. The goals of our method development are (1) to allow for comparable tasks across a wide variety of ages, (2) to make possible comparisons of child performance with data gathered in adult cognitive studies, and (3) to help to support inferences about the development of underlying mechanisms. We have designed a battery of computerized tasks in order to study the development of attention functions of alertness, orienting, and executive control during childhood. Our purpose is to describe each of these tasks in detail and present the results that have been obtained so far. The battery was tested using a sample of 5-year-old children as subjects.

  17. Learning lean with lego: developing and evaluating the efficacy of a serious game

    Directory of Open Access Journals (Sweden)

    Fabiano Leal

    Full Text Available Abstract This study presents the use of a serious game developed to teach Lean philosophy. The structure of this game was built from theoretical elements and predefined learning events. Learning outcomes and student motivation were considered in the evaluation of the efficacy of the game. This serious game was applied to four groups of students with different profiles. The evaluation results were compared among these groups of students. It can be concluded that the serious game developed showed positive results in learning and motivation demonstrated by the students, regardless of the group analyzed. The main contributions to the literature presented in this article were the serious game (named 3L that was developed and the efficacy evaluation method, considering the learning and motivation demonstrated in different profiles of students.

  18. Medication calculation: the potential role of digital game-based learning in nurse education.

    Science.gov (United States)

    Foss, Brynjar; Mordt Ba, Petter; Oftedal, Bjørg F; Løkken, Atle

    2013-12-01

    Medication dose calculation is one of several medication-related activities that are conducted by nurses daily. However, medication calculation skills appear to be an area of global concern, possibly because of low numeracy skills, test anxiety, low self-confidence, and low self-efficacy among student nurses. Various didactic strategies have been developed for student nurses who still lack basic mathematical competence. However, we suggest that the critical nature of these skills demands the investigation of alternative and/or supplementary didactic approaches to improve medication calculation skills and to reduce failure rates. Digital game-based learning is a possible solution because of the following reasons. First, mathematical drills may improve medication calculation skills. Second, games are known to be useful during nursing education. Finally, mathematical drill games appear to improve the attitudes of students toward mathematics. The aim of this article was to discuss common challenges of medication calculation skills in nurse education, and we highlight the potential role of digital game-based learning in this area.

  19. Game developers need Lua air static analysis of Lua using interface models

    NARCIS (Netherlands)

    Roosendaal, L.; van Rozen, R.A.; Klint, P.

    2012-01-01

    Game development businesses often choose Lua for separating scripted game logic from reusable engine code. Lua can easily be embedded, has simple interfaces, and offers a powerful and extensible scripting language. Using Lua, developers can create prototypes and scripts at early development stages.

  20. Results from a pilot study of a computer-based role-playing game for young people with psychosis.

    Science.gov (United States)

    Olivet, Jeffrey; Haselden, Morgan; Piscitelli, Sarah; Kenney, Rachael; Shulman, Alexander; Medoff, Deborah; Dixon, Lisa

    2018-03-15

    Recent research on first episode psychosis (FEP) has demonstrated the effectiveness of coordinated specialty care (CSC) models to support young adults and their families, yet few tools exist to promote engagement in care. This study aimed to develop a prototype computer-based role-playing game (RPG) designed for young people who have experienced FEP, and conduct a pilot study to determine feasibility and test whether the game improves consumers' attitudes toward treatment and recovery. Twenty young people with FEP who were receiving services at a CSC program enrolled in the study and played the game for 1 hour. Pre- and post-quantitative assessments measured change in hope, recovery, stigma, empowerment and engagement in treatment. Qualitative interviews explored participants' experience with the game and ideas for further product development. Participants showed significant increase in positive attitudes toward recovery. The qualitative findings further demonstrated the game's positive impact across these domains. Of all game features, participants most highly valued video testimonials of other young adults with FEP telling their stories of hope and recovery. These findings provide modest support for the potential benefits of this type of computer-based RPG, if further developed for individuals experiencing psychosis. © 2018 John Wiley & Sons Australia, Ltd.

  1. On the way to fun an emotion-based approach to successful game design

    CERN Document Server

    Dillon, Roberto

    2010-01-01

    On the Way to Fun outlines a fine framework linking human emotions and instincts to successful game design, blending a theoretical framework with keys to analyzing game play. The framework is then applied to both successful and unsuccessful games to make for a fine survey for any who want to properly design and develop ideas to maximum benefit.-Midwest Book Review, January 2011I love the '6-11 Framework'. It's a brilliant analysis. Wish I'd thought of it. Emotion is essential to establishing a deep connection with games. So many games lack it, and this book shows the way. The analyses of retro

  2. Platform Comparison Between Games Console, Mobile Games And PC Games

    Directory of Open Access Journals (Sweden)

    Geraldus Galehantomo P.S

    2015-11-01

    Full Text Available In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacks All platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those games will determine the quality of the platforms, so that the game developers of each platform developtheir games maximally to compete.

  3. A model for developing and evaluating games and simulations in business and economic education

    Directory of Open Access Journals (Sweden)

    Dallas Brozik

    2008-12-01

    Full Text Available The use of games and simulations in the classroom has prompted research concerning their pervasiveness and pedagogical benefits, but little research has focused on how teachers can develop their own games and simulations. This paper presents an outline of how to develop games and simulation for classroom use. This framework can lead to further research and its findings can help assess whether games and simulations contribute to decision-making skills and to what extent they contribute to numerous cognitive benefits in learners.

  4. Introduction: digital games as a context for cognitive development, learning, and developmental research.

    Science.gov (United States)

    Blumberg, Fran C; Fisch, Shalom M

    2013-01-01

    The authors present reasons why developmental psychologists should care about children's and adolescents' digital game play. These reasons may be identified as: a) digital game play is an integral aspect of children's and adolescents' lives; b) digital game play contributes to learning and cognitive development; and c) developmental research has the potential to contribute to effective educational game design. The authors expand on these reasons with the goal of introducing or reintroducing to developmental psychologists a rich and very relevant context in which to examine children's and adolescents' applied cognitive development. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  5. Why do you play? The development of the motives for online gaming questionnaire (MOGQ).

    Science.gov (United States)

    Demetrovics, Zsolt; Urbán, Róbert; Nagygyörgy, Katalin; Farkas, Judit; Zilahy, Dalma; Mervó, Barbara; Reindl, Antónia; Ágoston, Csilla; Kertész, Andrea; Harmath, Eszter

    2011-09-01

    Although the majority of research focuses on the risks and disadvantages of online gaming, the present authors suggest that online games also represent new ways of satisfying basic human needs within the conditions of modern society. The aim of our present study was to reveal and operationalize the components of the motivational basis of online gaming. A total 3,818 persons (90.6% males; mean age 20.9 years, SD = 5.81) were recruited through websites providing online games. A combined method of exploratory and confirmatory factor analysis was applied. The results confirmed our preliminary model as we identified seven motivational factors (social, escape, competition, coping, skill development, fantasy, and recreation), which were used to develop the 27-item Motives for Online Gaming Questionnaire (MOGQ). The seven dimensions identified seem to cover the full range of possible motives for gaming, and the MOGQ proved to be an adequate measurement tool to assess these motives.

  6. Tactical game for use in the development and evaluation of road transit physical protection systems

    International Nuclear Information System (INIS)

    Keeton, S.C.; Gallagher, R.J.

    1978-05-01

    The Division of Safeguards, Fuel Cycle and Environmental Research within the Nuclear Regulatory Commission (NRC) has created a program to establish appropriate methodologies for structuring and evaluating physical protection systems. Sandia Laboratories, Livermore, is responsible for developing evaluative methodologies for transportation safeguards systems. In order to gain insight into the various parts of the transportation physical protection system, a tactical board game, AMBUSH, was developed by Sandia. The purpose and features of AMBUSH are discussed. AMBUSH can be used to help provide insight into the value of additional vehicles, guards, cargo barriers, equipment and alternative tactics. One value of using AMBUSH comes from the player participation in the events that take place. The tasks that are executed at any game turn are based on a human interpretation of the current overall situation and on which strategies appear to optimize the chance of success. Thus, this game may also be valuable as a training device for the transportation guard force. An advantage over computer-based combat simulation models is that AMBUSH is easily transportable and relatively inexpensive

  7. Sustainable energy development (May 2011) with some game-changers

    International Nuclear Information System (INIS)

    Lior, Noam

    2012-01-01

    This paper presents the opening talk that briefly surveys the present (May 2011) situation in sustainable energy development. Recent estimates and forecasts of the oil, gas, coal resources and their reserve/production ratio, nuclear and renewable energy potential, and energy uses are surveyed. A brief discussion of the status, sustainability (economic, environmental and social impact), and prospects of fossil, nuclear and renewable energy use, and of power generation is presented. Comments about energy use in general, with more detailed focus on recently emerging game-changing developments of postponement of “peak oil”, nuclear power future following the disaster in Japan, and effects of the recent global economy downturn of global sustainability, are brought up. Ways to resolve the problem of the availability, cost, and sustainability of energy resources alongside the rapidly rising demand are discussed. The author’s view of the promising energy R and D areas, their potential, foreseen improvements and their time scale, and last year’s trends in U.S. government energy funding are presented. -- Highlights: ► The present (May 2011) situation in sustainable energy development is surveyed. ► Recently emerging game-changing developments of postponement of “peak oil”, nuclear power future following the disaster in Japan, ad effects of the recent global economy downturn of global sustainability, are brought up. ► Promising energy R and D areas, their potential, foreseen improvements and their time scale. ► Last year’s trends in U.S. government energy funding are presented.

  8. Personalised gaming

    OpenAIRE

    Bakkes, S.; Tan, C.T.; Pisan, Y.

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific literature. The motivation concerns (a) the psychological foundation, (b) the effect on player satisfaction, (c) the contribution to game development, and (d) the requirement for achieving ambitions....

  9. Computer games and software engineering

    CERN Document Server

    Cooper, Kendra M L

    2015-01-01

    Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to best engineer game software.Featuring contributions from leading experts in software engineering, the book provides a comprehensive introduction to computer game software development that includes its history as well as emerging research on the inte

  10. Using the Saliency-Based Model to Design a Digital Archaeological Game to Motivate Players' Intention to Visit the Digital Archives of Taiwan's Natural Science Museum

    Science.gov (United States)

    Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Yu-Ju; Lin, Pei-Hsin; Huang, Yao-Tien; Cheng, Hao-Yueh; Lee, Chih-Chin

    2013-01-01

    Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of "learning for playing" (i.e., players who want to win will study more), the digital archaeology game contest…

  11. The concepts of developing mobile games for the operating system Android

    OpenAIRE

    Hartman, Jernej

    2011-01-01

    The diploma thesis describes the concepts behind developing mobile games for the Android operating system. The thesis first covers mobile games and everything related to them, from mobile operating systems to mobile devices. It also describes how mobile games work and compares different concepts regarding their implementation. It then presents and covers the target mobile operating system of this thesis – the Android – describing its architecture and the operation of applications using this o...

  12. Business Game Learning Environment : Design and development of a competency-based distance education business curriculum at the Open University of the Netherlands

    NARCIS (Netherlands)

    Kirschner, P.A.

    1997-01-01

    The current approach to learning is based upon an educational system and paradigm that is supplydriven and course-based. In this paradigm, learning is offered in courses whose content, time, place and pace of delivery, method of delivery, and breadth and sequence of instruction are defined

  13. Prototype prosperity-diversity game for the Laboratory Development Division of Sandia National Laboratories

    Energy Technology Data Exchange (ETDEWEB)

    VanDevender, P.; Berman, M.; Savage, K.

    1996-02-01

    The Prosperity Game conducted for the Laboratory Development Division of National Laboratories on May 24--25, 1995, focused on the individual and organizational autonomy plaguing the Department of Energy (DOE)-Congress-Laboratories` ability to manage the wrenching change of declining budgets. Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Each Prosperity Game is unique in that both the game format and the player contributions vary from game to game. This particular Prosperity Game was played by volunteers from Sandia National Laboratories, Eastman Kodak, IBM, and AT&T. Since the participants fully control the content of the games, the specific outcomes will be different when the team for each laboratory, Congress, DOE, and the Laboratory Operating Board (now Laboratory Operations Board) is composed of executives from those respective organizations. Nevertheless, the strategies and implementing agreements suggest that the Prosperity Games stimulate cooperative behaviors and may permit the executives of the institutions to safely explore the consequences of a family of DOE concert.

  14. Developing a new syndromic surveillance system for the London 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Harcourt, S E; Fletcher, J; Loveridge, P; Bains, A; Morbey, R; Yeates, A; McCloskey, B; Smyth, B; Ibbotson, S; Smith, G E; Elliot, A J

    2012-12-01

    Syndromic surveillance is vital for monitoring public health during mass gatherings. The London 2012 Olympic and Paralympic Games represents a major challenge to health protection services and community surveillance. In response to this challenge the Health Protection Agency has developed a new syndromic surveillance system that monitors daily general practitioner out-of-hours and unscheduled care attendances. This new national system will fill a gap identified in the existing general practice-based syndromic surveillance systems by providing surveillance capability of general practice activity during evenings/nights, over weekends and public holidays. The system will complement and supplement the existing tele-health phone line, general practitioner and emergency department syndromic surveillance systems. This new national system will contribute to improving public health reassurance, especially to meet the challenges of the London 2012 Olympic and Paralympic Games.

  15. Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education

    Science.gov (United States)

    Torrente, Javier; Borro-Escribano, Blanca; Freire, Manuel; del Blanco, Ángel; Marchiori, Eugenio J.; Martinez-Ortiz, Iván; Moreno-Ger, Pablo; Fernández-Manjón, Baltasar

    2014-01-01

    We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in a total of 12 subtasks. One of the benefits of EGDA is that anyone can apply it to develop a game since…

  16. A Game-theoretic Framework for Network Coding Based Device-to-Device Communications

    KAUST Repository

    Douik, Ahmed

    2016-06-29

    This paper investigates the delay minimization problem for instantly decodable network coding (IDNC) based deviceto- device (D2D) communications. In D2D enabled systems, users cooperate to recover all their missing packets. The paper proposes a game theoretic framework as a tool for improving the distributed solution by overcoming the need for a central controller or additional signaling in the system. The session is modeled by self-interested players in a non-cooperative potential game. The utility functions are designed so as increasing individual payoff results in a collective behavior achieving both a desirable system performance in a shared network environment and the Nash equilibrium. Three games are developed whose first reduces the completion time, the second the maximum decoding delay and the third the sum decoding delay. The paper, further, improves the formulations by including a punishment policy upon collision occurrence so as to achieve the Nash bargaining solution. Learning algorithms are proposed for systems with complete and incomplete information, and for the imperfect feedback scenario. Numerical results suggest that the proposed game-theoretical formulation provides appreciable performance gain against the conventional point-to-multipoint (PMP), especially for reliable user-to-user channels.

  17. The playful and reflective game designer

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    2014-01-01

    Abstract: A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design...... they are constructed. The students used the GameMaker programming tool, which can be used without any prior programming knowledge. The tool allows for the easy development of 2D game prototypes.The didactic approach was based on play as a lever for the design process, and on constructionistic and reflective learning...... philosophies. Playing games constituted an integral element of the design process; new code added to the program was tested by playing the game. The students were constantly alternating between playing and adding and revising code. The learning environment where games were played and developed could...

  18. Contrasting Proprietary and Free/Open Source Game Development

    Directory of Open Access Journals (Sweden)

    Marco Zamarian

    2008-10-01

    Full Text Available Free/Libre Open Source Software (F/LOSS development practices are gaining momentum in the computer game industry. This traditionally proprietary industry is becoming more interested in the F/LOSS paradigm for developing complex software projects. Software practitioners, both managers and developers, need to understand the potential in order to benefit properly from incorporating F/LOSS practices into their proprietary production cycle. Comparisons between proprietary and F/LOSS software development processes are usually characterized in terms of the relationship between property rights, revenue distribution and power within a network of actors. By contrast, coordination and control practices, mediating artifacts and development tools, and the interactions between the different actors involved in the development are often neglected. Proprietary and F/LOSS development differ in terms of the knowledge exchanges between the relevant actors and the different strategies employed to overcome information asymmetries. Recognizing this difference is an essential step for evaluating how proprietary, closed-source software houses can benefit by integrating various F/LOSS practices into their development agenda.

  19. A Study on the Game Programming Education Based on Educational Game Engine at School

    Science.gov (United States)

    Jeon, Jongho; Kim, Kwanwoong; Jung, Soonyoung

    2012-01-01

    It is believed that the game programming education at school should be conducted in consideration of an individual student's ability, an elementary programmer. Language to be used in the programming education also need to be associated with the ones that are actually used in the game industry. Lately, many researches on the educational programming…

  20. Movement-based Sports Video Games: Investigating Motivation and Gaming Experience

    NARCIS (Netherlands)

    Reidsma, Dennis; Reidsma, D.; Pasch, Marco; Bianchi-Berthouze, Nadia; Nijholt, A.; Nijholt, Antinus; van Dijk, Elisabeth M.A.G.

    2009-01-01

    Video game consoles that enable gamers to use active body movements are becoming increasingly popular. Yet, little is known about the influence of movement on how gamers experience such games. This study takes an exploratory approach, using different data collection methods. A theory about the