873 resultados para Serious game


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Serious games are games where the entertainment aspect is not the most relevant motivation or objective. TimeMesh is an online, multi-language, multiplayer, collaborative and social game platform for sharing and acquiring knowledge of the history of European regions. As such it is a serious game with educational characteristics. This article evaluates the use of TimeMesh with students of 13 and 14 years-old. It shows that this game is already a significant learning tool about European citizenship.

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A introdução de videojogos como ferramenta auxiliar do processo de educação tem vindo a crescer lado a lado com a evolução tecnológica. O aumento da capacidade dos processadores e das placas gráficas permitiram um aumento na complexidade dos videojogos e, por consequência, aumentaram as experiências fornecidas pelos mesmos. Sob o prisma da educação, o uso de um videojogo não foi a primeira ferramenta utilizada. O ensino por correspondência foi o primeiro auxílio ao método de ensino, iniciando assim o primeiro conceito de e-learning. Este permite enriquecer quem procura mais conhecimento, quem não consegue ter acesso ao mesmo ou quem tem dificuldades no ensino tradicional. A dificuldade presente em crianças com problemas do neurodesenvolvimento na aprendizagem da língua portuguesa é um problema na sociedade actual e para o combater são usados vários métodos manuais, sem recurso a tecnologia, passando normalmente por exercícios manuscritos e de observação. Desta forma, as pessoas que acompanham as crianças são obriga-das a estar presentes para recolher dados, em vez de se concentrarem nas outras actividades educativas. Este facto resulta numa possível falta de interesse por parte da criança no exercício apresentado, implicando uma perda de produtividade. A introdução de tecnologias ao serviço de causas sociais é crucial, pois permite um melhor acompanhamento das crianças, auxiliando tanto as pessoas que precisam do acompanhamento como aquelas que as acompanham. Por exemplo, um sistema automático que apresente os exercícios manuscritos num ecrã e, ao mesmo tempo, guarde os dados referentes ao seu uso seria útil para as pessoas que se encarregam de ajudar as crianças na aprendizagem da Língua Portuguesa. Esta dissertação insere-se num projecto desenvolvido pelo DIFERENÇAS – Centro de Desenvolvimento Infantil, denominado por “No Reino dos Fonemas”. Este projecto baseia-se em apresentar a crianças diversas imagens com objectivos diferentes de forma a cobrir as cinco vogais e todas as consoantes, no âmbito da aprendizagem da Língua Portuguesa. Neste contexto, as crianças podem-se interessar por um videojogo e aprender ao mesmo tempo, enquanto as pessoas que as acompanham, através dos dados do videojogo, podem focar-se mais nas dificuldades apresentadas por cada criança. Desta forma, é possível uma melhor organização dos dados de cada criança e, por conseguinte, um melhor acompanhamento das suas dificuldades.

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En esta memoria se describe el diseño a nivel conceptual de un serious game con el objetivo de ofrecer soluciones para la mejora del aprendizaje y adquisición de aptitudes y habilidades de los residentes-profesionales en las técnicas de artroscopia de rodilla, con el objetivo de comprobar la hipótesis de que los modelos de aprendizaje basados en videojuegos pueden servir de puente entre el cuerpo teórico de la especialidad y el ejercicio práctico, reduciendo los riesgos de las primeras intervenciones y acelerando la formación de los especialistas, en otras palabras, difuminando el umbral entre teoría y práctica y reduciendo los costos derivados del ejercicio práctico (económicos y temporales) y a su vez, paliando las necesidades formativas de estas.

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Aquest treball consisteix en la realització d'un estudi al voltant dels anomenats serious games, jocs destinats a l'aprenentatge. Concretament, el projecte es centra en els serious games d'àmbit sanitari. A més d'un estudi de l'art, el treball consta del desenvolupament d'un serious game anomenat Optable per a la pràctica de la preparació del material quirúrgic d'una taula d'operacions. Aquesta aplicació ha estat desenvolupada sota llicència GNU GPL.

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En este trabajo se recoge información útil que se debe tener en cuenta para desarrollar un serious game pertinente para el entrenamiento de profesionales de la salud, que aporte destrezas y habilidades necesarias para afrontar las cirugías reales. Se propone un serious game a modo de simulador de diferentes operaciones quirúrgicas traumatológicas, que permite al usuario las etapas preoperatorias, intraoperatorias y postoperatorias de una cirugía, en las que se debe describir qué acciones se llevan a cabo, quiénes la realizan y si es necesario algún material específico.

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Resumen basado en el de la publicaci??n

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L'obiettivo di questo documento di tesi è descrivere il design e lo sviluppo di uno strumento per la raccolta delle segnalazioni di barriere architettoniche che possa coinvolgere il maggior numero possibile di utenti attraverso un serious game, implementando meccaniche di gioco che incitino il suo utilizzo, e che al tempo stesso sia divertente, anche grazie a contenuti tematici quali gli zombie, il tutto attraverso una interfaccia semplice e funzionale. Le segnalazioni sono disponibili pubblicamente attraverso Fusion Tables dove esse sono memorizzate, permettendo inoltre di avere una visione globale delle criticità grazie alla visualizzazione su Google Maps.

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Patients with amnestic mild cognitive impairment are at high risk for developing Alzheimer's disease. Besides episodic memory dysfunction they show deficits in accessing contextual knowledge that further specifies a general spatial navigation task or an executive function (EF) virtual action planning. Virtual reality (VR) environments have already been successfully used in cognitive rehabilitation and show increased potential for use in neuropsychological evaluation allowing for greater ecological validity while being more engaging and user friendly. In our study we employed the in-house platform of virtual action planning museum (VAP-M) and a sample of 25 MCI and 25 controls, in order to investigate deficits in spatial navigation, prospective memory, and executive function. In addition, we used the morphology of late components in event-related potential (ERP) responses, as a marker for cognitive dysfunction. The related measurements were fed to a common classification scheme facilitating the direct comparison of both approaches. Our results indicate that both the VAP-M and ERP averages were able to differentiate between healthy elders and patients with amnestic mild cognitive impairment and agree with the findings of the virtual action planning supermarket (VAP-S). The sensitivity (specificity) was 100% (98%) for the VAP-M data and 87% (90%) for the ERP responses. Considering that ERPs have proven to advance the early detection and diagnosis of "presymptomatic AD," the suggested VAP-M platform appears as an appealing alternative.

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Servitization concerns the process of manufacturers shifting from a focus on producing and selling tangible goods to service-based business models. Factors that drive adoption of servitization are financial, strategic (competitive advantage) and marketing. However, uptake is slow and active efforts are being made to transfer knowledge about servitization to the manufacturing sector. This paper presents early results from the first test of a serious computer game which has the goal of educating managers about what advanced services are and how they fit in supply chains. Results suggest the role-play scenario tested is appropriate for an audience of largely non-expert gamers, and that the approach has the potential to instruct users about the role of services in the supply chain.

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This paper discusses the integration of quiz mechanism into digital game-based learning platform addressing environmental and social issues caused by population growth. 50 participants' learning outcomes were compared before and after the session. Semi-structured interview was used to gather participants' viewpoints regarding of issues presented in the game. Phenomenography was used as a methodology for data collection and analysis. Preliminary outcomes have shown that the current game implementation and quiz mechanism can be used to: (1) promote learning and awareness on environmental and social issues and (2) sustain players' attention and engagements.

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Increased global uptake of entertainment gaming has the potential to lead to high expectations of engagement and interactivity from users of technology-enhanced learning environments. Blended approaches to implementing game-based learning as part of distance or technology-enhanced education have led to demonstrations of the benefits they might bring, allowing learners to interact with immersive technologies as part of a broader, structured learning experience. In this article, we explore how the integration of a serious game can be extended to a learning content management system (LCMS) to support a blended and holistic approach, described as an 'intuitive-guided' method. Through a case study within the EU-Funded Adaptive Learning via Intuitive/Interactive, Collaborative and Emotional Systems (ALICE) project, a technical integration of a gaming engine with a proprietary LCMS is demonstrated, building upon earlier work and demonstrating how this approach might be realized. In particular, how this method can support an intuitive-guided approach to learning is considered, whereby the learner is given the potential to explore a non-linear environment whilst scaffolding and blending provide guidance ensuring targeted learning objectives are met. Through an evaluation of the developed prototype with 32 students aged 14-16 across two Italian schools, a varied response from learners is observed, coupled with a positive reception from tutors. The study demonstrates that challenges remain in providing high-fidelity content in a classroom environment, particularly as an increasing gap in technology availability between leisure and school times emerges.

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Purpose: This paper presents the system architecture of a serious game, which is going to be run in parallel to Rolls Royce tra ining on product-service systems (PSS). Design/methodology/approach: The original game is outlined, requirements for an onl ine version are defined, and the architecture is proposed. Findings: The games approach has proven its value in design for service tra ining but an online version is needed to improve the opportunit ies to deliver the game. Originality/value: Such a system presents opportunities for the acquisition and development of specific professional knowledge, skills, and competencies

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This is a qualitative and reflexive research with focus on digital literacy. Among the digital media that could support the teaching of argumentation in the Science & Technology and Information Technology undergraduate courses of the Federal University of Rio Grande do Norte, we chose a serious game as object of research. Given the object of study in the discipline of reading and writing II – argumentation and genre from the order of argumentative writing -, common to the undergraduate courses mentioned, we invest on the development of a serious game, named ArgumentACTION, because we believe that it may, in fact, become a promising didactic instrument. Therefore we intend to understand whether and how this game can help students develop their reading and writing skills more independently, specifically towards an argumentative order genre: the opinion piece. With this research, we intend to contribute to the teaching of the Portuguese language on three bases: extending theoretical scope, in order to generate greater intelligibility on the teaching-learning process of argumenting; proposing a new methodological possibility, with the incorporation of a serious games to teaching; perfecting the game with which we are working, in order to build – and make available – a more refined digital tool to subsidize the teaching and learning of reading and writing of opinion pieces. To do so, we use the following as theoretical-methodological: Studies of Literacy (KLEIMAN, 2012b; TINOCO, 2008; OLIVEIRA, 2010; GEE, 2009; 2010; ROJO, 2012), The Applied Linguistics (KLEIMAN, 1998; BUSH-LEE, 2009), The Philosophy of Language (BAKHTIN, VOLOSHINOV, 2012) and Critical Pedagogy (DEWEY, 2010). A group of students from the upper mentioned undergraduate courses collaborated with this research by playing and analyzing the game. They were also interviewed about their experience in this matter. From the data generated, we established the categories of analysis: decollection, interest, multimodality/multisemiosis and interactivity, agent of literacy, learning principles. The conclusions we obtained show that the investment in applications, especially games, can bring real benefits to the teaching/learning of the Portuguese language; moreover they reveal that the work on argumenting has much to gain with the incorporation of serious games; however the possible advantages depend on a focused teaching practice and constant improvements and updates of this type of interactive tool, as well as the pedagogical practice from those who use and develop the games.

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The number of overweight people has increased in the last few years. Factors such as attention to diet and changes in lifestyle are crucial in the prevention and control of obesity and diseases related to it. Experts believe that such actions are most effective when initiated during childhood, and that children raised in an environment that encourages physical activity ultimately become healthier adults. However, to arouse and maintain interest in such activities represent a major challenge, which are initially perceived as repetitive and boring, and, thus, soon abandoned. Computer games, traditionally seen as stimulants to a sedentary lifestyle are changing this perception using non-conventional controls that require constant movement of the player. Applications that combine the playfulness of such games to physical activity through devices, like Microsoft Kinect, might become interesting tools in this scenario, by using the familiarity of Natural User Interfaces along with the challenge and the fun of video games, in order to make attractive exercise routines for schoolchildren. The project carried out consists of an exergame composed of several activities designed and implemented with the participation of a Physical Educator, aimed at children between eight and ten years old, whose performance and progress can be remotely monitored by a professional via web interface. The application arising from this work was accompanied by tests with a group of graduating Physical Education students from the University of Rio Verde GO, and subsequently validated through questionnaires whose results are shown on this work.

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This paper presents and validates a methodology for integrating reusable software components in diverse game engines. While conforming to the RAGE com-ponent-based architecture described elsewhere, the paper explains how the interac-tions and data exchange processes between a reusable software component and a game engine should be implemented for procuring seamless integration. To this end, a RAGE-compliant C# software component providing a difficulty adaptation routine was integrated with an exemplary strategic tile-based game “TileZero”. Implementa-tions in MonoGame, Unity and Xamarin, respectively, have demonstrated successful portability of the adaptation component. Also, portability across various delivery platforms (Windows desktop, iOS, Android, Windows Phone) was established. Thereby this study has established the validity of the RAGE architecture and its un-derlying interaction processes for the cross-platform and cross-game engine reuse of software components. The RAGE architecture thereby accommodates the large scale development and application of reusable software components for serious gaming.