(Broacasting our studies)
In this article, we describe a pedagogical experiment aimed at understanding the motivation drivers for the involvement of game design students in the development of serious game projects. This experiment was developed as a case study for the assessment of specific measures and hypotheses towards involving students in the design of a themed serious game (non-violence). Website of ECGBL 2016 ECGBL Program Read Paper
Keywords : Serious game, Serious Gaming, Serious Diverting, Serious Modding, Learning, Game design, Non-Violence, Video game
CEPAJe (Broacasting our studies)
Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such a
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Keywords : Digital game development, Educational game development, Game development life cycle, Game development methodology, Game development processes, Game development workflows, Game software quality evaluation, Game-based learning
(Broacasting our studies)
(Broacasting our studies)
This technical paper details the development of a board game designed to help technical communication students understand scrum-based agile project management, as well as assist practitioners in introducing scrum management to a team unfamiliar with the process. I ground the development and design of the game with a literature review of scholarship on agile project management, games in education and business, and collaboration. I present my methodology in the form of a game design document (GDD)
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Keywords : Board game, Design, Scrum, Education, Methodology, Game design
(Broacasting our studies)
Abstract:The research in-progress presented in this paper proposes a holistic VR-based framework for participatory design of Serious Games for motor rehabilitation. The proposed framework is devised in layers that facilitate the mapping of game mechanics to playful therapeutic exercise games. The framework proposed can be disease agnostic and applies to a wider range of service users, regardless of their condition and motor functional capacity. The pilot study design for evaluating the proposed
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Keywords : Games, Diseases, Systems architecture, Monitoring, Medical treatment, Stakeholders, Systems architecture
Serious games (SG) are computer-and video games with a primary focus other than entertainment. This is, they are made to educate, teach, inform and promote ideas. The current research focused on SGs' success factors and their emergence in SGs published in Finland in 2015. The research approach was qualitative and the research method was theory-based content analysis. First, the concepts of SG, SG design methodology and learning were discussed based on existing knowledge. Success factor related k
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Keywords : Serious game, Success factor, Gaming experience, Content implementation, Implementation process, Analysis framework