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A didactic innovation project in Higher Education through a Visual and Academic Literacy competence-based program

Miguel Ángel Marzal García-Quismondo, Eduardo Cruz-Palacios, Federico Castro Morales
2019 Education for Information  
The grounds for these competences lie in their instrumental nature for the mobilisation of knowledge, methods and attitudes, from the learning contents, to solve scientific hypotheses and professional  ...  and web video games for learning digital skills that allow the iconic and visual reading of web resources, the planned design and development of scientific works in a collaborative way, and their communication  ...  games and the social reality of those involved, purpose of serious games.  ... 
doi:10.3233/efi-190284 fatcat:y5e7pp6ekfe63jhfwiohmul65y

A Model for Customized In-class Learning Scenarios - An Approach to Enhance Audience Response Systems with Customized Logic and Interactivity

Daniel Schön, Melanie Klinger, Stephan Kopf, Wolfgang Effelsberg
2015 Proceedings of the 7th International Conference on Computer Supported Education  
We searched for similarities between the different ARS implementations, matched them to a universal process and present a generalized model for all of them.  ...  A first evaluation in different course types with up to fifty students showed, that the model satisfies our expectations and offers a lot of new opportunities for classroom learning scenarios.  ...  ACKNOWLEDGMENTS Special thanks to Licheng Yang for his frontier spirit in using the prototype and Dominik Campanella for his cutting-edge technology expertise in web programming.  ... 
doi:10.5220/0005449301080118 dblp:conf/csedu/SchonKKE15 fatcat:jj3mwbscajbhhbd32ellremmca

A new rehabilitation device: S'TIM, the persuasive and therapeutic serious-game for patients with dysexecutive syndrome

Julie Golliot
2018 Modelling Measurement and Control C  
Based on an extensive literature analysis, a multidisciplinary consortium has been created to specify and develop S'TIM, a therapeutic and persuasive Serious-Game played on a 48 inches robotised touch-table  ...  Among people with cognitive deficits, those with a dysexecutive syndrome are waiting for new rehabilitation solutions.  ...  The second category is composed of therapeutic Serious-Games which mainly consist on mini-games specially developed for the rehabilitation of a single function.  ... 
doi:10.18280/mmc_c.790410 fatcat:roykok2ty5hhjoze3sayvyuhvi

Language learning apps or games: an investigation utilizing the RETAIN model

Glenda A. Gunter, Laurie O. Campbell, Junia Braga, Marcos Racilan, Valeska Virgínia S. Souza
2016 Revista Brasileira de Linguística Aplicada  
This article examines two English language learning apps under the RETAIN model (GUNTER; KENNY; VICK, 2008).  ...  the games are reinforcing.  ...  serious game as scored using the RETAIN model.  ... 
doi:10.1590/1984-639820168543 fatcat:va34id67zzd3hcyffekflumiqy

A Holistic Model for the Development of Entrepreneurial Competencies of the Entrepreneur XXI: The Tree Model

2012 Chinese Business Review  
Under this assumption, the "Tree Model for the Development of Entrepreneurial Competencies", that will be discussed globally in the second part of this article, suggests a dynamic and experiential approach  ...  of entrepreneurship education based on the qualification of people's behaviour, self-esteem, competencies and experiences; a profile of key behavioural and performance competencies (root), experimental  ...  The Root: Key Competencies The competencies are at the summit of the creation of an "entrepreneurial spirit".  ... 
doi:10.17265/1537-1506/2012.03.006 fatcat:lujad6evbjf4xfiqfzg6ydpmle

3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study

Guido Giunti
2018 JMIR Serious Games  
Giunti JMIR SERIOUS GAMES XSL • FO RenderX experience. According to Marczewski, user types are segmented and supported in the following ways:  ...  The data obtained was thematically analyzed to create a conceptual model for the design of mHealth solutions.  ...  Acknowledgments The model presented here is part of the doctoral thesis dissertation of GG for the University of Oulu, Finland.  ... 
doi:10.2196/11631 pmid:30143476 fatcat:dphkrvtounhajbbwsywvoapgie

Challenges in the Development and Evaluation of Immersive Digital Educational Games [chapter]

Effie Lai-Chong Law, Michael D. Kickmeier-Rust, Dietrich Albert, Andreas Holzinger
2008 Lecture Notes in Computer Science  
IDEGs; by enabling the creation of entirely different stories and games for a variety of different learning domains, each based, more or less, on the same pool of story units; patterns and structures;  ...  Games (IDEGs).  ...  Second, it serves the re-usability of learning material by enabling the creation of entirely different stories and games for a variety of different learning domains, each based, more or less, on the same  ... 
doi:10.1007/978-3-540-89350-9_2 fatcat:56r24y66t5g4zosdmvmwkw6uzm

Bridging the Gap Between Didactical Requirements and Technological Challenges in Serious Game Design

Stefan Rilling, Ulrich Wechselberger, Stefan Mueller
2010 2010 International Conference on Cyberworlds  
A model of training scenarios founded on the didactical principles of game based training is built upon our implemented system.  ...  Game based training has gained a lively interest within the industry.  ...  Requirements for Serious Game Design Video games make systematic use of several didactical princicples (cf. [1] ).  ... 
doi:10.1109/cw.2010.60 dblp:conf/cw/RillingWM10 fatcat:tilbadxnsng4dpyvp25c3rkkoe

A Conceptual Framework for Integrating Gamification in eLearning Systems Based on Instructional Design Model

Hanaa Abdulraheem Yamani
2021 International Journal of Emerging Technologies in Learning (iJET)  
The paper also deals with a review of the difference between gamification, games, and game-based learning, in addition to the benefits for students from employing gamification in the e-learning system.  ...  , and types of players, as well as conditions for designing successful gamification, and the technical capabilities of Saudi Arabia universities, and also by reviewing and analyzing many designing models  ...  Gamification, viewed as didactic games, is a subset of digital games.  ... 
doi:10.3991/ijet.v16i04.15693 fatcat:lnr2dg6uhvf7jgvgzy33ppqvle

Gaming Climate Change: Assessing Online Climate Change Games Targeting Youth Produced in Spanish

Tania Ouariachi, Mª Dolores Olvera-Lobo, José Gutiérrez-Pérez
2017 Procedia - Social and Behavioral Sciences  
In addition, online games can offer the possibility to be implemented in educational contexts as a didactic tool for teachers.  ...  In search of innovative approaches to raise climate change awareness among digital natives, online and serious games are gaining currency as new platforms for communication, education and social change  ...  We also encourage researchers, educators and game designers to make use of proposed checklist.  ... 
doi:10.1016/j.sbspro.2017.02.154 fatcat:gt3jumskejeinmrkf3nva4d6ve

The Patras Blended Strategy Model for Deep and Meaningful Learning in Quality Life-Long Distance Education

2019 The Electronic Journal of e-Learning  
In the context of distance education inlife-long learning, one important challenge is the design of versatile quality assurance strategies for e-training.  ...  Based on the experiences in distance lifelong learning programmes in the University of Patras' Educational Center for Life-Long Learning (KEDIVIM) the authors present how the principles and attributes  ...  We would like to thank Slavka Madarova for her help with translating this document. The utilisation of technology for educational purposes is widely supported in literature.  ... 
doi:10.34190/jel.17.2.01 fatcat:ziy67fc6evfklbwreidhd5ww6q

Ethics as a Game? Towards a Framework for Game Design

Yuan Yuan, Kun Fu, Barend Pieter Venter, Thomas Hainey
2019 Sociology Mind  
It then proposes a game design model for teaching ethics.  ...  This paper identifies problems in tertiary ethics education and reviews relevant game design principles before establishing a framework for designing educational games that may assist in ethics education  ...  Game design model for teaching ethics.  ... 
doi:10.4236/sm.2019.93010 fatcat:nhdjabylrbfaje5hwnrt6flte4

Sticky Ends: Employing Thinly-Sliced Narratives in Serious Games for Mobile Platforms

Matthew Lee
2014 International Journal of Multimedia and Ubiquitous Engineering  
Given that serious games must compete against other apps for a user's attention, an understanding of how to package narratives in small slices of time is necessary.  ...  This is typical for games designed for the mobile market, given average play sessions of 5-10 minutes.  ...  Acknowledgements This paper is a revised and expanded version of a paper entitled "A Story in Slices: Designing Narrative-Based Serious Games for Mobile Platforms", presented at the 1st International Symposium  ... 
doi:10.14257/ijmue.2014.9.10.34 fatcat:e5mu2oqbaffu3j7jkeo37imqsy

80Days: Adaptive Digital Storytelling for Digital Educational Games

Florian Mehm, Sabrina Radke, Stefan Göbel
2009 International Conference on Advances in Web-Based Learning  
This paper presents the major results of the Serious Gaming group at TU Darmstadt achieved in the first development cycle of 80Days: Based on a short introduction in section 1 providing a brief overview  ...  environment to create such Story-based DEGs.  ...  of serious games and DEGs.  ... 
dblp:conf/icwl/MehmRG09 fatcat:d5mieujl7je7bmmklsoob37dt4

Didactic dissonance: teacher roles in computer gaming situations in kindergartens

Vigdis Vangsnes, Nils Tore Gram Økland
2013 Technology, Pedagogy and Education  
competence as well as technical competence) that are materialized in the gaming.  ...  meaning creation process.  ... 
doi:10.1080/1475939x.2013.853686 fatcat:btjzvfaarndyjkjrxgeqpsto7e
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