17,591 research outputs found
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Engaging educators in the ideation of scenarios for cross-reality game-based learning experiences
Cross-reality media technology creates alternate reality experiences in which the physical and the virtual world are interconnected and influence each other through a network of sensors and actuators. Despite technological advances, the landscape of cross-reality technology as an enabler of alternate reality educational experiences has not been explored yet. The technical expertise required to set up and program such mixed environments is too high to engage the problem owners (i.e. educational experts) in the design process and, hence, user-driven innovation remains challenging. In this paper we explore the co-creation of cross-reality experiences for educational games. We created a no-programming toolkit that provides a visual language and interface abstractions to quickly build prototypes of cross-reality interactions. The toolkit supports experience prototyping and allows designers to coproduce, with educational experts, meaningful scenarios while they create, try out and reconfigure their prototypes. We report on a workshop with 36 educators where the toolkit was used to ideate cross-reality games for education. We discuss use cases of game-based learning applications developed by the participants that follow different pedagogical strategies and combine different physical and virtual spaces and times. We outline implications for the design of cross-reality interactions in educational settings that trigger further research and technological developments.Open Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature (Funding for APC: Universidad Carlos III de Madrid - Read & Publish Agreement CRUE-CSIC 2022). This work is supported by the projects CROSS-COLAB (PGC2018–101884-B-I00) and Sense2makeSense (PID2019-109388GB-I00) funded by the Spanish State Research Agency
Culture and disaster risk management - synthesis of citizens’ reactions and opinions during 6 Citizen Summits : Romania, Malta, Italy, Germany, Portugal and the Netherlands
The analyses and results in this document are based on the data collected during six Citizen Summits held in
A) Romania (Bucharest) on July 9th, 2016
B) Malta on July 16th, 2016
C) Italy (Rome) on June 17th, 2017
D) Germany (Frankfurt) on June 24th, 2017
E) Portugal (Lisbon) April 14th, 2018
F) The Netherlands (Utrecht)on May 12th, 2018.
All Citizen Summits were designed as one-day events combining public information with feedback gathering through different methods of data collection, as laid out in Deliverable D5.1 (Structural design & methodology for Citizen Summits).
A total of 619 citizens participated in the six events.
In the morning session, the Citizen Summits started with a presentation of the CARISMAND project and its main goals and concepts. Then, several sets of questions with pre-defined answer options were posed to the audience and responses collected via an audience response system. All questions in this part of the event aimed to explore citizens’ attitudes, perceptions, and intended behaviours related to disasters and disaster risks. Between these sets of questions, additional presentations were held that informed the audience about state-of-the-art disaster preparedness and response topics (e.g., large-scale disaster scenario exercises, use of social media and mobile phone apps), as well as CARISMAND research findings.
Furthermore, the last round of Citizen Summits (CS5 in Lisbon and CS6 in Utrecht) were organised and designed to additionally discuss and collect feedback on recommendations for citizens, which have all been formulated on the basis of Work Packages 2-10 results and in coordination with the Work Package 11 brief. These Toolkit recommendations will form one of the core elements of the Work Package 9 CARISMAND Toolkit.
In the afternoon session of each event, small moderated group discussions (with 8-12 participants each) of approximately 2 hours’ duration were held, which aimed to gather citizens’ direct feedback on the topics presented in the morning sessions, following a detailed discussion guideline. For a detailed overview of all questions asked and topics discussed, please see Appendices A-1 to A-3.
The rest of this report is structured in six main sections: After the executive summary and this introduction, the third section will present an overview of the different methods applied. The fourth section will provide a synthesis of quantitative and qualitative data collected during all Citizen Summits. The fifth section will present the evaluation of CARISMAND Toolkit recommendations for citizens, followed by a final concluding chapter.The project was co-funded by the European Commission within the Horizon2020 Programme (2014-2020).peer-reviewe
Ludic Learning Lab: Serious Games for Nurses. Theatre Training Reimagined
Theatre improvisation supports the development of interpersonal skills, building verbal and physical imagination, whilst enabling compassionate interaction between people to enhance connections. Improvisation is emerging in health care as a pedagogical tool that can enhance human to human connections such as the interaction between a nurse and patient enabling experiential learning. This thesis argues that the ludic nature of improvisation exercises stimulates enhanced interaction skills (Toivanen, 2011). The ancient body-mind practices that improvisation draws on offer valuable skills to the learner, contributing to the andragogy of nurse practice and pre-registration education and training. Nurses require unique cognitive capabilities to multi-task, problem-solve and prioritise urgent needs in a fast-paced hospital environment. Human factors such as communication and situational awareness are essential to maintaining high-level patient care across a challenging environment (Eisenhardt, 2021). The World Health Organisation (WHO, 2019) and The Australian Commission for Quality and Safety in Health Care (Report The State of Patient Safety and Quality in Australian Hospitals, 2019; Fotis, 2010) found that deficiencies in human factor skills in hospital settings are affecting patient safety; fifty per cent of adverse events are preventable. Communicating for safety in training is a number one priority to reduce preventable adverse events.
This thesis explores the principles and theories of theatrical improvisation through engaging with the work of Viola Spolin, Rudolph Laban, Augusto Boal, Jacob L Moreno, David Kolb and Howard Gardner. It comprises both a theoretical/critical component and a creative component which is a digital toolkit, the Improv-e-toolkit designed to be used in blended delivery, face-to-face and digital mode. The Improv-e-toolkit is a prototype that aims to unite important clinical nursing skills such as situational awareness, decision making and relationship management. I argue, drawing on the work of Hager (2004) that improvisation training develops team-based trust and effective communication to support positive nurse-patient connections which deliver favourable patient outcomes
Keep it simple : Lowering the Barrier for Authoring Serious Games
Background. Despite the continuous and abundant growth of the game market the uptake of serious games in
education has been limited. Games require complex technologies and are difficult to organise and to
embed in the curriculum.
Aim. This article explores to what extent game templates and game authoring processes can be designed that can
be easily adopted and adapted by teachers while only using openly available tools.
Method. It discusses the design and first evaluation of two game platforms: ARGUMENT, based on a wiki, and
ARLEARN, a toolkit based on openly available Google technologies. ARGUMENT is a text-based
game challenging students to take a position on a given topic. ARLEARN offers an explicit mobile and
virtual gameplay environment and a defined authoring process to create game scripts.
Results. ARGUMENT and ARLEARN have been evaluated in four small-scale studies, where educators
designed game scenarios and students played the resulting games.
Conclusions. The results indicate that both tools are useful instruments that can be operated by teachers to build
games and game-alike educational activities and, additionally, are a valuable step to gain experience
with serious games.SURFnet/Kennisnet (ARGUMENT, StreetLearn, ARLearn), UNHC
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Toolkits, cards and games–a review of analogue tools for collaborative ideation
Analogue tools offer distinct benefits for collaborative design ideation and can take a variety of tailored forms including card decks, templates, toys and board games. However, owing to the disparate and multidisciplinary sources of these tools, there is currently no easy way to gain a coherent view of the tool landscape. To resolve this, we conducted a survey of analogue ideation tools within the design and HCI literatures, and within commercial practice. Of 3,395 results, 76 met the inclusion criteria. The resulting collection is presented and classified according to 10 descriptors including a novel taxonomy for distinguishing 7 tool types (methods, prompts, components, concepts, stories, embodiment, and construction). We also discuss gaps and opportunities for future tool development in inclusivity, cultural-tailoring and embodiment. Our aim is to help designers and design teams more fluently select, customize, critique, analyse and/or build tools to support collaborative designerly inquiry
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Advances in Technology Enhanced Learning
‘Advances in Technology Enhanced Learning’ presents a range of research projects which aim to explore how to make engagement in learning (and teaching) more passionate. This interactive and experimental resource discusses innovations which pave the way to open collaboration at scale. The book introduces methodological and technological breakthroughs via twelve chapters to learners, instructors, and decision-makers in schools, universities, and workplaces.
The Open University's Knowledge Media Institute and the EU TELMap project have brought together the luminaries from the European research area to showcase their vision of the future of learning with technology via their recent research project work. The projects discussed range widely over the Technology Enhanced Learning area from: environments for responsive open learning, work-based reflection, work-based social creativity, serious games and many more
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