27 research outputs found
Assessment-driven Learning through Serious Games: Guidance and Effective Outcomes
Evaluation in serious games is an important aspect; it aims to evaluate the good transmission of pedagogical objectives, the performance of student in relation to these objectives defined in the pedagogical scenario, the content of the course and the predefined criteria. However, the effectiveness of learning is under-studied due to the complexity involved to gamify the assessment concept, particularly when it comes to intangible measures related to the progression of learning outcomes, which is among the most important aspects of evaluation in serious games. This paper reviews the literature regarding assessment due to their importance in the learning process with a detailed assessment plan applied on serious game. Then, it presents a framework used to facilitate the assessment design integrated in serious games. Finally, a significant example of how the proposed framework proved successful with corresponding results will conclude the paper
The influences of gamification on user experience in the healthcare sector
Abstract. Gamification is a considerably emerging trend focusing on the application of game mechanics to a nongame context. The objective of gamification implication in serious settings is to form the positive outcomes from the patients. While education and business have been taken advantages of gamification, the digital health domain just started the journey with this prevailing trend. That is why, there is an increasing demand for scientific research on the gamification in healthcare, especially the user experience under the gamified healthcare solution from the company perspective. With this inspiration, the study is conducted aiming at exploring the user experience under the impact of gamification in the healthcare context.
Study indicates that it is the affordances, which are also known as game elements that stimulate various psychological and behavioural experience for the users. The combination of the achievement-oriented, social-oriented and immersion-oriented affordances in the gamified healthcare solution triggers the various psychological and behavioural experience. These experiences are examined under three perspectives which are stimulation, interaction and sense-making. Through the stimulation lens, the psychological experiences are favourably formed and dominant the behavioural experience. While, the interaction lens indicates the dominance of the behavioural experience, especially the performance-related outcomes. The sense-making view shows the actor-related behavioural experience outweighs of the other outcomes.
The exploratory qualitative research and the semi-structured interviews are utilised to investigate the game affordances in the gamified solutions and the user experience from the gamified solution providers angles.
The study expectedly contributes to the literature’ body of gamification by confirming the conceptualisation of the gamification and the formation of the user experience. The empirical implications are for the gamified healthcare solution design regarding the affordance combination and the utilisation of the insights from both patients and game players
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A framework and serious game to support those with mild cognitive impairment
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonCognitive decline is common in the elderly. As a result, a range of cognitive rehabilitation
games have been proposed to supplement or replace traditional rehabilitative training by
offering benefits such as improved engagement. This research project focuses on mild
cognitive impairment (MCI), an initial stage of cognitive decline that does not affect
functioning in daily life, but which may progress towards more serious cognitive
deteriorations, notably dementia. Unfortunately, while a variety of serious game
frameworks and rehabilitative serious games have been proposed, there is a distinct lack
of those which support the distinctive characteristics of MCI patients. Consequently, to
optimise the advantages of serious games for MCI, the research proposes the MCI-GaTE
(MCI-Game Therapy Experience) framework that may be used to develop serious games
as effective cognitive and physical rehabilitation tools. The framework is derived from a
combination of a survey of related research literature in the area, analysis of resident
profiles from a nursing home, and in-depth interviews with occupational therapists (OTs)
who work with MCI patients on a daily basis to help them overcome the disabling effects
so that they can carry out everyday tasks. The conceptual framework comprises four
sectors that may be used to guide game design and development: an MCI player profile
that represents the capabilities of a player with MCI, core gaming elements that support
gameful and playful activities, therapeutic elements that support cognitive and physical
rehabilitation through tasks and scenarios according to the player’s abilities, and
motivational elements to enhance the player’s attitude towards the serious tasks. Together,
they provide tailored support for rehabilitation needs and may also serve as a set of
comprehensive and established criteria by which an MCI serious game may be evaluated.
To demonstrate the use of MCI-GaTE, an immersive and gesture-based serious game, A go!, is designed that exploits the framework to enable MCI-diagnosed players to
undertake a series of tailored therapeutic tasks supported by an assigned OT. To this end,
a goal-directed design approach is employed, whereby personas, scenarios and journey
maps are developed that satisfy the goals of both the MCI player and their OT, and enable
the derivation of functional requirements leading to a visual design. A-go! is realised as a
responsive and interactive high-fidelity prototype that supports gesture recognition and
3D game objects from a first-person perspective to facilitate immersion without the need
for additional worn devices, such as headsets, which would prove impractical for the targeted elderly players. Evaluation with OTs revealed that the immersive game
potentially offers more effective and tailored support to MCI patients than traditional
methods, contributing new possibilities for enhancing MCI rehabilitative training, while
a comparative assessment of MCI-GaTE demonstrated that it provides a comprehensive
approach not currently offered by state-of-the-art rehabilitative frameworks.GRACE Healthcare Ltd. & Hong Kong Caritas in
Evergreen Home and Integrated Home Care Services, TWGHs Fung Yiu King Hospital
HA, Kwai Chung Hospital HA, and TWGHs Jockey Club Rehabilitation Comple
Proceedings of the 10th international conference on disability, virtual reality and associated technologies (ICDVRAT 2014)
The proceedings of the conferenc
Proceedings of the 19th Sound and Music Computing Conference
Proceedings of the 19th Sound and Music Computing Conference - June 5-12, 2022 - Saint-Étienne (France).
https://smc22.grame.f