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A Measure of Student Engagement for Serious Games and IoT [chapter]

John Henry, Stephen Tang, Martin Hannenghan, Chris Carter
2017 Lecture Notes in Computer Science  
Student Engagement has been a strong topic of research for the avoidance of student drop out and the increase in grading.  ...  This article suggests a Computer Algorithm, purposed at measuring and encouraging student engagement.  ...  The combination of IoT and Serious Games has recently been termed as Smart Serious Games (SSGs) [26] .  ... 
doi:10.1007/978-3-319-65849-0_28 fatcat:dmwr23llqrfnjgrlpmzkj32toi

A framework for the integration of serious games and the Internet of Things (IoT)

John Henry, Stephen Tang, Martin Hanneghan, Chris Carter
2018 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)  
In addition, we present the system architecture for a Smart Serious Game (SSG) developed for measuring student engagement, and define the difference between an event driven game and an SSG.  ...  This paper presents a framework for the combination of Serious Games and the Internet of Things.  ...  Our research project set out two hypotheses; A modular framework can be defined for the integration of Serious Games and IoT, and we can measure student engagement through SSGs.  ... 
doi:10.1109/segah.2018.8401378 dblp:conf/segah/HenryTHC18 fatcat:ek6hmdzkcfgbrbtb4jcm2jjaum

Architecting Intelligent Smart Serious Games for Healthcare Applications: A Technical Perspective

Shabir Ahmad, Faisal Mehmood, Faheem Khan, Taeg Keun Whangbo
2022 Sensors  
Consequently, the adaptation of the IoT in serious games for healthcare applications is a massive gap despite its growing need in an era significantly affected by COVID-19.  ...  This paper discusses the possibilities of integrating serious games with IoT and discusses the standard architecture, core technologies, and possible challenges.  ...  [14] suggested an improvement of student engagement to an extent but still lacked validation.  ... 
doi:10.3390/s22030810 pmid:35161556 pmcid:PMC8840149 fatcat:4cq7mf245rc65ntd5udjllz6de

Using gamification and IoT-based educational tools towards energy savings - some experiences from two schools in Italy and Greece

Georgios Mylonas, Federica Paganelli, Giovanni Cuffaro, Ilaria Nesi, Dionysis Karantzis
2021 Journal of Ambient Intelligence and Humanized Computing  
We report here on the use of gamification and competition among schools in this context, and how they helped together with IoT-based lab activities to engage students and educators to participate in the  ...  Climate change and the need for sustainable development have become part of our daily lives.  ...  This document reflects only the authors' views and the EC and EASME are not responsible for any use that may be made of the information it contains.  ... 
doi:10.1007/s12652-020-02838-7 pmid:33425054 pmcid:PMC7778577 fatcat:6oxgudfdrfbhholiiuauiqbi5i

Augmenting Virtual Spaces: Affective Feedback in Computer Games [chapter]

Stuart Cunningham, John Henry, Jonathan Weinel
2020 Springer Series on Cultural Computing  
Computer games can be considered a form of art insomuch as they are critiqued, revered and collected for their aesthetics in addition to their ludic qualities.  ...  A number of associated practical and technological challenges are highlighted along with areas for future research and development activities.  ...  Existing research in the field investigates measuring student engagement through the IoT and serious games [30] .  ... 
doi:10.1007/978-3-030-42097-0_13 fatcat:dey677mfrzgkxkc5qmatjaz3le

EDUCON 2020 Author Index

2020 2020 IEEE Global Engineering Education Conference (EDUCON)  
1568 Soares, Filomena Development of a Serious Game to Ight Childhood Obesity: "Barty" 1641 Soares, Filomena E-learning tools: Engaging Our Students?  ...  Things 1758 Elsayed Aboelnaga, Khaled CodaRoutine: A Serious Game for Introducing Sequential Programming Concepts to Children with 1862 Elshahawy, Menna CodaRoutine: A Serious Game for Introducing  ... 
doi:10.1109/educon45650.2020.9125236 fatcat:xnib6mhr3rgejmn3zne5jqxiaa

Using an Educational IoT Lab Kit and Gamification for Energy Awareness in European Schools

Georgios Mylonas, Dimitrios Amaxilatis, Lidia Pocero, Iraklis Markelis, Joerg Hofstaetter, Pavlos Koulouris
2018 Proceedings of the Conference on Creativity and Making in Education - FabLearn Europe'18  
, together with a serious game.  ...  The use of maker community tools and IoT technologies inside classrooms is spreading in an increasing number of education and science fields.  ...  ACKNOWLEDGMENTS This work has been partially supported by the EU research project "Green Awareness In Action", funded by the EC and EASME under H2020 and contract number 696029.  ... 
doi:10.1145/3213818.3213823 dblp:conf/fablearn/MylonasAPMHK18 fatcat:h4pi33kfebgpnk7fs64dnlypfi

Table of contents

2019 2019 IEEE Global Engineering Education Conference (EDUCON)  
-220 Fostering Specific Dispositions of Critical Thinking for Student Engagement in Engineering 221-226 What Kind of Teacher Achieves Student Engagement in a Synchronous Online Model?  ...  in Primary School Students to Improve Learning of Geometry 424-429 Assessment of Oral Communication in Senior Engineering Students 430-435 Teachers' Perceptions about using Serious Games in Formal  ... 
doi:10.1109/educon.2019.8725063 fatcat:pktssyq2t5hhxomr3radaosq5q

Editorial: Smart Objects and Technologies for Social Good

Catia Prandi, Johann M. Marquez-Barja
2021 Journal on spesial topics in mobile networks and applications  
, deep learning for human activity recognition, serious games in the context of cognitive behavioural therapy, blockchain both considering the users' social impact and its usage in E-Health Environments  ...  A clear example is represented by the Internet-of-things (IoT), that taking advantage of smart objects with sensing and connectivity capabilities, can help in transforming our world for the better.  ...  Imrich, the Production Coordinators Leonora Panday and Jed Joseph Adel for their supportive guidance during the entire process.  ... 
doi:10.1007/s11036-021-01748-y fatcat:gbsp5scsafb5zcaubdnweuv4lu

An IoT-Enabled Platform for the Assessment of Physical and Mental Activities Utilizing Augmented Reality Exergaming

Dionysios Koulouris, Andreas Menychtas, Ilias Maglogiannis
2022 Sensors  
In this work, we present a prototype platform for exergames that combines AR and IoT on commodity mobile devices for the development of serious games in the healthcare domain.  ...  Augmented reality (AR) and Internet of Things (IoT) are among the core technological elements of modern information systems and applications in which advanced features for user interactivity and monitoring  ...  The combination of AR and IoT is not something new; however, it is not common in a prototype for serious games in the healthcare domain.  ... 
doi:10.3390/s22093181 pmid:35590871 fatcat:bqp2eskk5rbojgds5gxkjdnf74

IoT in Distance Learning during the COVID-19 Pandemic

Galina Ilieva, Tania Yankova
2020 TEM Journal  
Learning management systems and digital tools for online collaboration ensured a safe distance and continuity of educational activities.  ...  In order to derive longterm benefits from the changes in the way of teaching and examining, the paper explores the possibilities of IoT technology for continuous monitoring and flexible management of the  ...  FP19-FESS-014 "Contemporary tools and approaches for economic and business analysis" and No. BG05M2OP001-1.002-0002-С02 "Digitalization of the economy in an environment of Big Data".  ... 
doi:10.18421/tem94-45 fatcat:azf2mamf7vc7xk67x4jij42xsa

rev_sconf2_ioannidou.pdf [article]

Irene Ioannidou
2021 figshare.com  
The IoT (Internet of Things) and Big Data paradigms have enabled access to important analytics and risk monitoring to diagnose and protect athletes from injuries, as well as real and near-real time 3d  ...  tool, for Sports Science.  ...  VR research includes games and serious applications as well, such as the development of virtual collaboration worlds, virtual training and coaching, virtual sports replays and virtual stadiums.  ... 
doi:10.6084/m9.figshare.16652647.v1 fatcat:zfe6nn6luzavfj5ogw2lbasw4y

A Method to Diagnose, Improve, and Evaluate Children's Learning Using Wearable Devices Such as Mobile Devices in the IoT Environment

Mohammad Moradi, Kheirollah Rahsepar Fard, Ondrej Krejcar
2020 Mobile Information Systems  
The method includes phases of diagnosis and improvement. In the diagnose phase, the classroom is equipped with modern items such as Internet of Things (IoT) and game-based learning.  ...  The purpose of this paper is to transform the traditional classroom into a modern classroom in order to increase the ease and efficiency of the teaching process.  ...  After analyzing the results, recommendations for increasing the motivation of serious games for children are suggested [46] . de la Guía et al. explore the impact of using IoT to help teachers strengthen  ... 
doi:10.1155/2020/8850244 fatcat:emiho3lo5vckzh2obaytyydjka

The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm

Fernando Almeida, Jorge Simoes
2019 Contemporary Educational Technology  
The results indicate a residual adoption of serious games and gamification approaches only appear in less than 20% of the projects.  ...  This study intends to analyze the role of emerging technologies like serious games and industry 4.0 in the transformation of education 4.0 in higher education.  ...  It has also been applied the field research method, which allows us to have a deep perception how teachers are employing serious games, gamification techniques and Industry 4.0 tools to engage students  ... 
doi:10.30935/cet.554469 fatcat:72xb7gohzbbkbfakklcdzpgbqe

A Heuristic-Based Simulation for an Education Process to Learn about Optimization Applications in Logistics and Transportation

Majsa Ammouriova, Massimo Bertolini, Juliana Castaneda, Angel A. Juan, Mattia Neroni
2022 Mathematics  
In the context of the DigiLab4U international project, this paper describes a simulation-based serious game that can be used as a virtual teaching lab in higher education courses, especially in Industrial  ...  As a result of the learning process in the virtual lab, it is expected that students acquire competencies and skills related to logistics and transportation challenges as well as problem-solving.  ...  Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/math10050830 fatcat:h4jgcqwo6bfv7efmzbp3rj5lgq
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