Digital games are everywhere. Once just a fixture in family living rooms, they're now being played in almost every setting imaginable—in schools, at the workplace, restaurants, in the backseats of cars, and on subway platforms—and by individuals of all ages, from ... References (1) : Djaouti, D., Alvarez, J., Jessel, J., Rampnoux, O., Origins of Serious Games. In Ma, M., Oikonomou, A., Jain, L. (eds.), Serious Games and Edutainment Applications. Springer-Verl
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Abstract—Serious games are present today in several fields such as education, government, health, defense, industry, civil security and science. In our research we are particularly interested in serious games used in education since they have become an essential part of the learning process and one of the main pedagogical tools used for diffusion of educational messages. So the use of serious games in an educational context can motivate students and stimulate their interest as they fit int
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Keywords : Assessment Grid, Education, Serious games, SG-LOM
AbstractThis article summarises our Ph.D. thesis – an analytical view on the player-game relationship through the lens of an action-oriented framework, centred on fundamental entities defined as actors, entities through which action is enacted in the game and of which the player and the game system are a part of. With this in mind, the grounding principles of this framework are seeded in a transition of action into experience, based on communicational systems that structure the dynamic for
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Keywords : Action, Chronology, Design, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Depth
Realizing the significant role that city plays in the development of human civilization, the influence it brings to people’s life in the modern society, as well as its absence in fields other than architecture, urban design, and urban planning, this research aims to study the multimodal metaphorical manifestations of civic imagery in picture books from a cognitive linguistic point of view. Relying on the Visual-Verbal Multimodal Metaphor Identification Procedure (VVMMIP) constructed by us
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Keywords : Multimodal metaphor, Metonymy, City, Picture books, Visual-Verbal Multimodal Metaphor Identification P, Magic surrealism, Multimodal Metaphorical Scenario Chain Reaction
Abstract:The video-games market has become an established and ever-growing global industry. The health of the video and computer games industry, together with the variety of genres and technologies available, mean that videogame concepts and programmes are being applied in numerous different disciplines. One of these is the field known as serious games. The main goal of this article is to collect all the relevant articles published during the last decade and create a trend analysis about the use
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Keywords : Games, Artificial intelligence, Decision making, Market research, Algorithm design and analysis, Decision trees, Industries
Since 2002, there has been a growing interest in serious games, thanks to the prospects they promise to offer in terms of prevention, training, education, learning, therapy, communication, training, data collection and more.Ten years later, in 2012, the first e-virtuoses international scientific symposium dedicated to studying the impact of serious games was held in Valenciennes. Entitled “Evaluating and measuring the impact of serious games”, the colloquium aimed to help sponsors, p
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Keywords : Serious game, Evaluation
Edutainment is the idea of using games for training. But is it possible to evaluate edutainment? Here's a proposed model, based in particular on the initial work of Freitas and Oliver (2006). The following table summarizes our proposed CEPAJe evaluation model: This model is a double-entry grid. Vertically, there are 5 dimensions: Context, Teacher, Pedagogy, Learner and Game (CEPAJe). Each dimension is analyzed in relation to the key stages of training: introduction, progress and
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Keywords : Serious game, Edutainment, Ludopedagogy, Evaluation, Education, Learning, Analyze, Training
Abstract Serious games and gamification are emerging in many areas of society. In addition to an effective way of entertainment, games can be adopted as a persuading tool to guide person to achieve specific goal, citing their ultimate attraction. In this paper, we are interested in the mechanism and application of gamification in the field of academic education. Games feature a potential to promote students to learn in a spontaneous and effective manner, since the challenge and fun in games
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Keywords : Academic education, Gamification, Digital circuit course, Serious games
Abstract This paper describes: a scenario, agent specification, mapping of knowledge domain, an implementation of Bloom's taxonomy-based serious game (BoTySeGa), and players' response against the game. The development of BoTySeGa is pursued to the availability of an alternative assessment tool for learning in elementary school. It considers aspects: game knowledge, subject matter of parallelogram for 5th grade elementary school learners, and cognitive domain of Bloom's taxonomy. BoTySeGa's
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Keywords : Bloom's Taxonomy, Serious Game, Learning Assessment
Grounded on a perspective in which action is a defining trait in video games, this work proposes the development of an action-oriented framework focused on the analysis of the relationships between the player and the game system centred on the existence of actors, which we define as entities responsible for the actions that affect the game – a category in which the player and the game system are included. We describe the grounding principles of this framework as focused on a transformation
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Keywords : Action, Chronology, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Design, Depth