27 research outputs found

    Assessment-driven Learning through Serious Games: Guidance and Effective Outcomes

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    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

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    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

    Proceedings of the 10th international conference on disability, virtual reality and associated technologies (ICDVRAT 2014)

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    The proceedings of the conferenc

    Proceedings of the 19th Sound and Music Computing Conference

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    Proceedings of the 19th Sound and Music Computing Conference - June 5-12, 2022 - Saint-Étienne (France). https://smc22.grame.f
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