Abstract This study explores a novel way for analyzing tournament structures. Our goal is to find the best suitable tournament under considered purposes. Aside from the number of matches, we address on two other important aspects: competitiveness development and ranking precision. Competitiveness development emphasizes the importance participants’ motivation in every match while keeping the matches exciting throughout the tournament. Ranking precision reflects the convincement of tour
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Data Modeling (DM) is an important area in the Information System (IS) learning. In particular, in the IS analysis phase business analysts need to provide a comprehensive notation to avoid misunderstanding between software engineers and customer. Teaching DM is a challenging task, mainly because it lays great emphasis on theory. It remains often abstract, not consensual and complex to implement in real setting. In order to better motivate learners, this paper aims to assess the integration of Se
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Keywords : Serious Games, Gamification, Innovation Minitrack, Data modeling learning, INNOV8, IS learning, Teaching DM
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 Serious game provides an instructional tool to make the learning process more enjoyable, easier to memorize and effective. It combines pedagogy goals and game play to increase the participant interest and engagement compared to traditional methods. In this paper, we compare several methodologies of game design relative to our classification proposal; it can assist the analysis and evaluation of serious game design, we illustrate how this classification helps several actors of desi
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Keywords : Comparative Study, Serious Game, Learning, Game Design
AbstractEntrepreneurship constitutes a key driver providing jobs and wealth creation. Besides, promoting entrepreneurship can play significant role to ensure the prosperity of a society. In this respect our article aims to foster entrepreneurship education, through focusing on the effectiveness of serious games as educational tools, whose goal supporting young people to actively being entrepreneurs. In this paper, we unveil the entrepreneurial context notably at the national level, where we high
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Keywords : Entrepreneurial learning, Learning process, Serious games, Entrepreneurship education
Abstract Being exposed to serious games showed that some simulations widely vary in quality and learning outcome. In order to get to the bottom of best practices a detailed review of business management simulation literature was conducted. Additionally, an industry analysis was performed, by interviewing 17 simulation companies, testing a range of full and demo games, and conducting secondary research. The findings from both research efforts were then collated and crossreferenced against ea
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Keywords : Business Management Simulation Game, Technology Enhanced Learning, Serious Gaming, Best Practice
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
AbstractWhile a lot of papers have argued for the educational potential of serious games, the field is still young and methods and tools are needed in order to support effective and efficient design. The SG Studies Database is an instrument devised to allow sharing structured information about SGs. This information can be used by scholars and practitioners also to perform comparative analysis and identify components and modules that could be used in different games. The SG Studies database, whic
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Keywords : Personal Computing, Computers and Education, User Interfaces and Human Computer Interaction, Image Processing and Computer Vision, Artificial Intelligence (incl. Robotics), Software Engineering
AbstractInnovations being achieved with interactive devices (screens, sensors etc.) allow the development of new forms of interaction for many applications. Videogames played with these devices are completely changing how we use them and taking advantage of intuitive interfaces. Based on that, we ask “What aspects of playability are affected using different input devices for a certain gaming task and how is gaming performance affected?”. Our contribution is to present a practical eva
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Keywords : Emotions in HCI, Entertainment systems, Evaluation methods and techniques, User Experience, Input devices
This tall book (larger than A4) is a collection of articles written by different authors who offer you a journey through the main video game-related events from the year 1992, in France. The book begins with a handful of papers dealing with year-long events, such as the home console competition between Nintendo and Sega, with a lot of figures. They are completed by a portrait of Masahiro Sakurai (Kirby, Smash Bros) and another one of the Lucasarts studio. Then, several articles are dealing with
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Keywords : history, 1992, console, pc, super nes, lucasarts