(Broacasting our studies)
A video game for learning is a complex computer system whose objective is to teach a learner new skills in a specific area of knowledge. Interdisciplinary teams responsible for this type of video game face significant communication and design challenges. They must therefore be able to rely on a formal and well-structured process in order to deal with the delicacy of bringing together education and video games. The method described in this paper combines instructional engineering video game devel
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Keywords : Serious Game, Video Game, Learning, Instructional Design, Method
In this paper, we propose an environment to support collaborative modding, as a new way to learn a subject. Modding can be defined as the activity to modify an existing game with dedicated tools. In a constructivist approach, we base our work on the assumption that modding a learning game can help learners to acquire the concepts of the subject concerned. We also think that modding in collaborative settings can help learners both to learn the subject and to learn to collaborate. We first propose
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Keywords : Modding, Game development kits, Learning game 2.0, Collaborative learning
Summary Digital Serious Games (SGs) are gaining increasing importance as educational and training tools. However, there is still a long way to make them widely deployed. On the one hand, balancing fun and educational elements in a SG is not trivial and requires understanding how these games can be designed to support effective and efficient learning. On the other hand, actual development can be costly and time-consuming, involving large teams of people from different backgrounds, who often
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Keywords : Serious game, Learning
Abstract:There has been a constant increase in the number of serious games. In recent years, they have become extremely important within the scientific community and their repercussions on industry have been reflected in exponential growth in terms of their economic impact. The term serious game covers an extremely wide range of video games all with very different purposes and with many different areas of application. One of the most prolific areas is the field of education and many research pap
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Keywords : Games, Unified modeling language, Proposals, Education, Avatars, Software, Adaptation models
Abstract:There has been a constant increase in the number of serious games. In recent years, they have become extremely important within the scientific community and their repercussions on industry have been reflected in exponential growth in terms of their economic impact. The term serious game covers an extremely wide range of video games all with very different purposes and with many different areas of application. One of the most prolific areas is the field of education and many research pap
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Keywords : Games, Unified modeling language, Proposals, Education, Avatars, Software, Adaptation models
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
Abstract. This paper presents the findings from a study aimed at understanding whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game – St. Vincent’s Volcano – for use in existing volcano education and outreach sessions. Its twin aims are to improve residents’ knowledge of potential future eruptive hazards (ash fall, pyroclastic
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Keywords : Volcanic, Serious game, Videogames
The healthcare sector is currently in the verge of a reform and thus, the medical game research provide an interesting area of research. The aim of this study is to explore the critical elements underpinning the emergence of the medical game ecosystem with three sub-objectives: (1) to seek who are the key actors involved in the medical game ecosystem and identify their needs, (2) to scrutinise what types of resources are required in medical game development and what types of relationships are ne
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Keywords : Medical games, Health games, Health technology, Service ecosystems approach
Abstract The continuous development of web services and computer infrastructures complemented by the increasing availability of game development software engines, contribute to an on-going expansion in the release of serious games (SG) in diverse areas, ranging from entertainment, cultural heritage (CH), education, artificial intelligence (AI), sociology, military to health systems [1]. In this sense SGs can be thought of as bridging culture and education with gaming. By utilizing contempor
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Keywords : Cultural heritage, Serious game
Abstract: Due to the absence of high-level authoring environments and support for non-technical domain experts to create custom serious games, a model-driven authoring framework is presented in this paper. Through model-driven authoring, non-technical people can manipulate the 3D visuals of their serious game, model the scenarios of the game, and even easily add non-linear narrative to the game. The different tools and methods have been implemented and are currently used to build a serious
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Keywords : Serious game, Cyberbullying, Adaptivity, Scenario generation, Non-linear gameplay, Sandbox, Model-driven authoring