3,719 research outputs found

    Design of a Software System to Support Value Education in Sports Through Gamification Techniques

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    Nowadays, it is quite common to find violent acts in grassroot sports, such as football. Almost every week, it is possible to find news about team supporters fighting against each other, or football players arguing aggressively to the referee. And the worst part in this story is that most of these acts are watched by children. In order to alleviate this situation and create awareness of the necessity to create educational programs to prevent violence in sports, the European Union has funded several projects focused on this area. One of this project is called SAVEit project, and its goal is to create and develop innovative educational tools to promote values in grassroot sports. This paper presents the software architecture designed in SAVEit project to achieve this goal. This architecture is mainly composed of a Learning Management System, where coaches will learn about the values; a Team Management Site, where coaches can evaluate the values acquired by the children of the teams; and finally, a Video Game that using gamification techniques will keep the motivation of children during the learning process

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Restricted Hidden Markov Model based Innovation in Physical Learning Education with Computer Internet Technology

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    The integration of computer internet technology into college physical education teaching has greatly enriched the teaching methods and forms and has promoted the innovation of the physical education teaching mode. The integration of computer internet technology into college physical education teaching mode has brought about significant innovation and improvement, enabling teachers to provide richer, more interactive, personalized, and flexible teaching. The integration of computer internet technology in physical education teaching has opened up new opportunities for enhancing the learning experience and improving student outcomes. This research focuses on the development of a technological innovation that leverages deep learning techniques, specifically the Restricted Hidden Markov Model (RHMMDL), to optimize physical education instruction. By harnessing the power of deep learning algorithms, the RHMMDL model aims to analyze and interpret movement patterns, providing personalized feedback and guidance to students. This paper presents the conceptual framework and methodology of the RHMMDL model, highlighting its potential benefits and implications for physical education teaching. The study also discusses the challenges and limitations associated with the implementation of this innovative technology

    Trial By Fire: Gaming and Badging in an FYE Program

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    Gamification for servitization

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    The study described in this paper has set out to explore gamification from a servitization perspective to understand the opportunities and research challenges. A systematic literature review has been conducted to capture key characteristics of differing forms of gamification processes in a servitization context. The findings of our study focus on two area: (1) structural, organization’s physical bricksand-mortar attribute and (2) infrastructural, policies and practices in how structural aspects of servitization are to be managed. Six key findings are presented and collectively these contribute to our understanding of the broader gamification technologies that can help to transform servitization. The contribution of our research is twofold. First it captures a set of theoretical framework for analysing gamification in servitization context. Second, it provide an in-depth roadmap in how gamification can be applied to target major challenges in servitization

    Exploring the Benefits of Using Gamification and Videogames for Physical Exercise: a Review of State of Art

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    There is a lack of motivation in children and adolescents to do physical exercise and at the same time a worldwide obesity epidemic. Gamification and active videogames can be used to increase the motivation of young people, promoting healthy habits. In this work we explore different studies on active videogames, eSports and gamification applied to physical exercise and health promotion. Main findings include positive effects in a reduction in body weight and in the promotion to continue performing of physical exercise. It also contributes to increase the motivation in children and adolescents to practice exercise. The personalization of user experience and emerging technologies (big data, wearables, smart technologies, etc.) are presented as promising opportunities to keep the engagement in game-based program and gamification of physical exercise
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