29,706 research outputs found

    Game Changer: Investing in Digital Play to Advance Children's Learning and Health

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    Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media

    Emerging technologies for learning report (volume 3)

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    CGAMES'2009

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    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    State of Play of Digital Games for Empowerment and Inclusion: A Review of the Literature and Empirical Cases

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    This report presents the 'state of play' of knowledge of how digital games can work as empowerment tools to support social inclusion processes and policy. The report brings together for the first time a review of theoretical and empirical research in a variety of disciplines, especially from learning, social inclusion, e-inclusion and innovation studies to build a framework to help understanding of the potential of games for inclusion and empowerment. It uses this framework to analyse seven well-documented case studies from across the spectrum of digital games for empowerment and inclusion to understand between the factors contributing to their success or failure. It draws conclusions as to the principal challenges, identifies knowledge gaps, and recommends potential action by stakeholders to address these challenges.JRC.J.3-Information Societ

    Games for health for children - current status and needed research

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    Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population's diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H

    Developing a Mobile Game Environment to Support Disadvantaged Learners

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    Schmitz, B., Hoffmann, M., Klamma, R., Klemke, R., & Specht, M. (2012). Developing a Mobile Game Environment to Support Disadvantaged Learners. Proceedings of 12th IEEE International Conference on Advanced Learning Technologies (ICALT 2012) (pp. 223-227). July, 4-6, 2012, Rome, Italy: IEEE Computer Society CPS.This paper reports on the development of WeBuild, a mobile learning game designed to engage learners difficult to reach with IT learning. The development is based on a mobile game engine for the Android smart phone that was devised to support the required multiplayer and location based services. We played and tested the mobile learning game in a training facility of the building industry. The results indicate that the learners accepted the game for the low entry barriers and were motivated to use the game in an educational context. This paper describes the WeBuild prototype and the underlying game engine. Eventually, it presents results from the game session that was carried to assess interface and gameplay usability, technical functionality and motivational aspects of the game design

    Assessing Foreign Language Learning Through Mobile Game-Based Learning Environments

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    With increasing globalization, foreign language skills have become one of the main requirements when applying for a job in leading ICT companies. Due to their ubiquity and multi-functionality, mobile devices allow teachers to provide technology-friendly students with highly dynamic learning contents in line with their lifestyle. Unfortunately, most of the available APPs still support a mainly one-way interaction (teacher to learner or computer-client interaction). The authors have designed an APP based on a highly interactive, ubiquitous and constructive learning approach. The current paper illustrates firstly how the APP has helped learners to get actively involved in their own learning process sharing and assessing their foreign language knowledge. And secondly, how students’ logs can be used to automate the assessment of different skills such as the ability to explain terms in a foreign language or to assess definitions created by other game players
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