902 research outputs found

    Virtual learning scenarios for qualitative assessment in higher education 3D arts

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    Using enhanced learning technologies (TEL) including immersive virtual reality environments, we are seeking to achieve a new way of assessing subjects of 3D arts. We have developed a project based on Scenario Centered Curriculum (SCC), where the students have to think, design, convey, validate, and build a civil project using new technologies that help in the assessment process. We have used gamification techniques and game engines to evaluate planned tasks in which students can demonstrate the skills they developed in the scenarios. The assessment is integrated in the creation of a 3D complex model focused on the construction of a building in a virtual space. This whole process will be carried out by gamification techniques to embed the assessment of the 3D models with the objective of improving students learning.Author's final draf

    Honeycomb: android App of goal and task management for increased productivity

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    Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2019/2020Too much time is wasted blindly following the river of life with no clear direction in sight. This project is made for those who always seek to have more than what they have. This is my first opportunity to create something truly helpful for many people that are struggling to find the motivation to follow though their commitments and achieve greater heights. This app, Honeycomb, helps put the control of the user’s life in its hands by allowing him or her to create a massive action plan for the future and committing to it through constant action and planning. Honeycomb is developed by me, Arthur Knegtel, and this document represents my Final Degree Work on the Bachelor’s Degree in Video Game Design and Development

    Augmenting the Task of Exercise Gamification: An Expert View on the Adoption of a New Technology for Deploying Existing Virtual Environments in Virtual Urban Exergames

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    Exergames commonly denote serious games and gamified systems that were developed for the sake of improving health and exercise adherence. One of the recent trends in exergaming are urban games. They are defined as “highly interdisciplinary digital games which root in such diverse fields as architecture and urban planning, healthcare sciences, and serious games research” (Knoell et al., 2014). Besides having various ‘physical benefits’, such as promoting movement patterns, urban exergames have the core task of psychologically motivating players to exercise more and inspire them to be physically active. While offering an innovative and an immersive way to exercise, urban games come also with the typical drawbacks which outdoor exercising generally has (e.g. being dependent on good weather and intimidation problems for obese people). A possible solution would be simulating urban games for indoor exercise. On top of augmenting the sedentary game input to a motion-based one, designing and developing 3D environments for virtual urban games is not an obvious task and it takes a vast amount of knowledge, time and budget to create a realistic world with a “tremendous appeal and a powerful attraction”. To bypass this challenge, we introduce in this work a new technology for accessing and gamifying existing game environments. Furthermore, we validate our approach by presenting the results of a qualitative research that we have conducted with the help of gamification experts and exergame designers

    A Framework for Constructing Serious Games

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    Communicating ideas and knowledge through serious games is a trend that is currently gaining in popularity. However, at present, there is a distinct lack of a game development methodology that takes a critical approach to transforming information into gameplay. This thesis presents a framework that can be followed to construct compelling serious games that are effective at transferring knowledge to the player. This is accomplished through an analysis of atomic knowledge items and their relationships to one another, followed by a meaningful and synergetic implementation of these ideas at a foundational mechanics level. This thesis also describes the development of Mythos Unbound, a large-scale online serious game designed to teach students about classical Greek and Roman culture and literature. Offered as part of an online course at the University of Arkansas in the 2013 fall semester, deidentified user feedback suggests the game improved the learning process. The project was developed alongside the gamification framework and serves as the prime real-world application of its principles, and so demonstrates the potential of serious games as a means of meaningful communication

    Active learning methodologies at the university classroom

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    [EN] This paper identifies a set of active learning methodologies, which have in common the consideration of the emotion as a key element for learning. Active learning methodologies are not only intended to awaken emotions but also taught with emotion (Sempere-Ripoll and Rodriguez-Villalobos, 2019). To this extent, different teaching methodologies are used that complement each other, leading to reinforce and consolidate learning. Accordingly, the main aim of this work is to review the different active learning methodologies that can be applied at the university classroom.The authors acknowledge the support from the Universitat Politècnica de València (UPV) through the Projects of Innovation and Educational Improvement ¿La docencia inversa como metodología soporte a metodologías activas de aprendizaje¿ (PIME/21-22/263) and ¿Innovación y mejora educativa aplicada a los Objetivos de Desarrollo Sostenible en la ETSII¿ (PIME/21-22/281).Andres, B.; Sempere-Ripoll, F.; Esteso, A.; Torre-Martínez, MRDL. (2022). Active learning methodologies at the university classroom. EDULEARN Proceedings (Internet). 2927-2935. https://doi.org/10.21125/edulearn.2022.07402927293

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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    Reality guides for life before death

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    The rise of the digital game industry has brought along a plethora of game design tools and frameworks. They are likely to be named specifically as design frameworks for games because their creators have been positioned themselves on the field of game research due to their personal interest in games or due to the fast rising game business. There appears often not to be a reason why these tools and frameworks could not be used in any other kind of interaction design too. Furthermore, even the definition of a game is elusive. In effort to be able to consider what is a game and what is not, the concept of Reality Guides was developed. A Reality Guide guides the user in their surrounding reality. By its definition it is not necessarily a game, and a game by its definition is not necessarily a Reality Guide, but it is possible for something to be both. Reality Guides can come in the form of paper booklets, human guides, digital applications, or something else. The focus in this thesis is in guides that are mixed reality digital applications. Looking at Reality Guides through several game design frameworks, a new theoretical model was constructed: The GEM Game Experience Model is a result of Grounded Theory based work to find a single underlaying model behind all the existing ones. Two non-game initiatives have been worked on with the guidance of Reality Guide thinking and GEM thinking: Life Before Death aims at producing services that will help people with premature end of life circumstances to make the best possible out of their remaining life. Reality Guides for the end-of-life. Also, in the initiative of creating a community around Digital Theology a project course was organized using gamer community originated Discord as a central Reality Guide for the course participated by students from four continents

    Promoting Religious Moderation Among Post-Conflict Students': A Need Analysis of Gamification Interactive Multimedia

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    Implementing multicultural education in Indonesia experiences various obstacles, including the emergence of opposition to the socialization and internalization of multicultural education values among conservative groups. Several conflicts have arisen in religious life due to a lack of multicultural awareness. Internalizing the value of religious moderation within the framework of multicultural education is an alternative approach for schools. This research aims to develop a gamified interactive multimedia integrated with religious moderation in learning discussion texts. The method used adapts Borg and Gall's research development methods. In analyzing students' needs, a data collection technique in the form of an intercultural sensitivity questionnaire was used. Teacher needs analysis used the Delphi technique with a consensus questionnaire instrument. Curriculum analysis in the form of literature and document studies. Analysis of the learning environment using direct observation techniques. Based on the needs analysis, students' cross-cultural communication beliefs need to be improved. Teachers need multicultural awareness by the framework of inclusive education in the applied curriculum. There are two specific profiles in the product's development, namely gamification and integration of religious moderation. Study results revealed that the development product is in accordance with the religious moderation needs of post-conflict students in Aceh. Behind the limitations of the research, further dissemination is needed to find out the picture of the developed product through further experimentation to find out a comprehensive description of the resulting product

    Game-Based Learning, Gamification in Education and Serious Games

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    The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be
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