Search results for "Game based"

showing 10 items of 23 documents

Pursuing softer urban mobility behaviors through game-based apps

2020

Cities are currently engaged through their urban policies in pushing people towards less environmentally impacting mobility modalities: therefore, cycling and walking are strongly promoted, especially by means of new and wider limited traffic and no-cars zones. In this paper, the effectiveness of the new smartphones and apps-based technologies in modifying the mobility behaviors of citizens towards more sustainable choices has been investigated. Specifically, the potential of a smartphone app, directly involving citizens by means of a game rewarding the most sustainable trips, has been tested on a university commuters' group. These latter, starting from their current mobility situation, wer…

0301 basic medicineUrban energy consumptionInformation sciencePsychological interventionEnvironmental pollution7. Clean energyArticleInformation scienceEnvironmental pollutionEnvironmental science03 medical and health sciences0302 clinical medicineEnvironmental analysi11. SustainabilityClimate changelcsh:Social sciences (General)lcsh:Science (General)Environmental analysisGame-based appMultidisciplinaryModalitiesSettore ING-IND/11 - Fisica Tecnica AmbientaleUrban policyEnvironmental economicsCommuter030104 developmental biology13. Climate actionClimate policySweet mobilitySmartphone appAir qualityTRIPS architectureGame basedlcsh:H1-99Smartphone030217 neurology & neurosurgeryCommuterslcsh:Q1-390Heliyon
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In.Line: A Navigation Game for Visually Impaired People

2017

Part 3: Serious Games; International audience; In.line is a novel game based on a navigation system, called ARIANNA (pAth Recognition for Indoor Assisted NavigatioN with Augmented perception, [1]), primarily designed for visually impaired people permitting to navigate and find some points of interests in an indoor and outdoor environment by following a path painted or stuck on the floor. The aim of the game is twofold: (1) let the users learn and familiarize with the system, (2) improve blind people spatial skills to let them learn and acquire an allocentric spatial representation. The impact stands in the possibility of enhancing the social inclusion of a large part of the society that is …

0301 basic medicineeducation.field_of_studyComputer scienceVisually impairedmedia_common.quotation_subjectPopulationNavigation systemGameNavigation03 medical and health sciences030104 developmental biology0302 clinical medicineAssistive technologyHuman–computer interactionPerceptionLine (geometry)Path (graph theory)Spatial representationGame based[INFO]Computer Science [cs]Visually impaired people10. No inequalityeducation030217 neurology & neurosurgerymedia_common
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Identification of Reading Difficulties by a Digital Game-Based Assessment Technology

2020

Computerized game-based assessment (GBA) system for screening reading difficulties may provide substantial time and cost benefits over traditional paper-and-pencil assessment while providing means also to individually adapt learning content in educational games. To study the reliability and validity of a GBA system to identify struggling readers performing below a standard deviation from mean in paper-and-pencil test either in raw scores and grade-normative scores, a large-scale study with first to fourth grade students ( N = 723) was conducted, where GBA was administrated as a group test by tablet devices. Overall, the results indicated that the GBA can be successfully used to identify st…

Computer sciencearviointimenetelmätmedia_common.quotation_subjectreading assessmentEducation03 medical and health sciences0302 clinical medicineReading assessmentHuman–computer interactionReading (process)paper-and-pencil testingEvaluation methodsreading difficultiesReliability (statistics)media_commonEducational game4. Education05 social sciences050301 educationoppimispelitComputer Science ApplicationsIdentification (information)educational gamegame-based assessmentcomputer-based assessmentGame basedlukihäiriöt0503 education030217 neurology & neurosurgery
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Learning from Social Collaboration

2017

This chapter focuses on the challenge of evaluating game-based learning. It argues that linking game-based learning with the characteristics of a specific game or game-produced engagement is challenging. It further proposes a framework in which the game-based learning process is approached by considering (business) simulation games as Computer-Supported Collaborative Learning (CSCL) environments and presents an approach on how learning can be approached and evaluated from this perspective. In addition, it highlights how simulation game mechanics appears to be a potential way to promote learners' socio-emotional processes and give rise to social interaction and to structure collaboration amo…

Cooperative learningKnowledge managementbusiness.industry05 social sciencesEducational technologyComputingMilieux_PERSONALCOMPUTING050301 educationGame based learning050801 communication & media studiesExperiential learningLearning sciences0508 media and communicationsParadigm shiftSocial collaborationbusinessPsychology0503 education
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Game-based learning supported by audience response tools: game proposals and preliminary assessment

2018

The so-called game-based learning strategies are based on introducing games in the classrooms to improve aspects such as student performance, concentration and effort. Currently, they provide a very useful resource to increase the motivation of university students, generating a better atmosphere among peers and between student and teacher, which in turn is generally translated into better academic results. However, the design of games that successfully achieve the desired teaching-learning objectives is not a trivial task. This work focuses on the design of games that allow the assessment of ICT-related university subjects. Specifically, three different games are proposed, all based on stud…

Game designHigher educationEducational systemsGame based learning010501 environmental sciences01 natural sciencesUndergraduate educationGame design0502 economics and businessMathematics educationComputingMilieux_COMPUTERSANDEDUCATIONLearningGame-based learning0105 earth and related environmental sciencesOnline platformsbusiness.industryTeaching05 social sciencesUndergraduate educationHigher EducationPsychologybusiness050203 business & managementAudience responseEducational systems
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Children's engagement during digital game-based learning of reading: The effects of time, rewards, and challenge

2014

This study investigated the effects of two game features (the level of challenge and the reward system) on first and second graders' engagement during digital game-based learning of reading. We were particularly interested in determining how well these features managed to maintain children's engagement over the 8-week training period. The children (N = 138) used GraphoGame, a web-based game training letter-sound connections, at home under the supervision of parents. Data regarding the children's gaming and engagement were stored on the GraphoGame online server. A 2 x 2 factorial design was used to investigate the effects of the level of challenge (high challenge vs. high success) and the pr…

General Computer Sciencemedia_common.quotation_subjecteducationApplied psychologyComputingMilieux_PERSONALCOMPUTINGPrimary educationGame based learningSession (web analytics)EducationReward systemReading (process)Duration (project management)Set (psychology)Psychologyhuman activitiesSocial psychologyta515Training periodmedia_commonComputers and Education
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Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controll…

2021

Background In 2018, it was found that only a quarter of Grade 3 children in India were reading at grade level. A growing demand for English education has further limited children's literacy achievement. Despite a strong evidence base in favour of using systematic phonics for building English literacy skills, many teachers in India continue to use rote-methods of literacy instruction. Objectives We aimed to examine the efficacy of GraphoLearn (GL) English Rime, a computer-assisted reading intervention, in improving the foundational literacy skills of 1st and 2nd grade students who were attending an English medium school in India. Methods A total of 136 students across 6 classrooms were rando…

GraphoLearnEnglish language learnersIndiaeducational technologylapset (ikäryhmät)English languagePhonicslukeminenEducationlaw.inventionRandomized controlled triallawIntervention (counseling)tietokoneavusteinen oppiminenopetusteknologiainterventionMedical educationpelaaminenEducational technologyphonicsComputer Science ApplicationslukutaitoopetusmenetelmätGame basedPsychologyenglannin kieliJournal of Computer Assisted Learning
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A mobile game as a support tool for children with severe difficulties in reading and spelling

2020

We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effectively support the learning of first graders (N = 70), who have severe difficulties in reading and spelling. We studied the effects of two versions of the game: GL Reading, which focused on training letter-sound correspondence and word reading; and GL Spelling, which included additional training in phonological skills and spelling. During the spring of first grade, the children trained with tablet computers which they could carry with them during the six-week intervention. The average exposure time to training was 5 hr 44 min. The results revealed no differences in the development of reading …

GraphoLearnFLUENCYmedia_common.quotation_subjectPHONEMIC AWARENESSINSTRUCTIONGame based learning050105 experimental psychologyomatoimisuuslukeminenEducationmobile learningFluencyoppimisvaikeudetEARLY LITERACYmobiilioppiminenreadingIntervention (counseling)Reading (process)0501 psychology and cognitive sciencesserious gamemedia_commonmobiilipelitSelf-efficacyluetun ymmärtäminenOUTCOMESPhonemic awareness4. EducationDISABILITY05 social sciences050301 educationSELF-EFFICACYSpellingPOOR READERSComputer Science ApplicationslukutaitokirjoitustaitoSKILLS516 Educational sciencesPsychologylukihäiriöt0503 educationMobile deviceself-efficacyINTERVENTIONCognitive psychology
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Designing an Online Escape Room as an Educational Tool

2021

In this chapter, online escape rooms are assessed as part of game-based learning (GBL) that can be used as a free educational tool for teachers to enrich their remote classes. This study was created to test the possibilities that an escape room can provide in a remote learning environment. The benefits and the downsides are explored to understand the design process and the results from the different mechanisms used. The results can give an insight into future possibilities for making escape rooms for classes or for using this format as a prototype for an escape room application. An online escape room for Latvia’s Independence Day was developed for this purpose based on flexible learning iti…

Human–computer interactionComputer scienceActive learningGame based learningIndependence (mathematical logic)Context (language use)Remote learningEngineering design processTest (assessment)
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Implementing Quiz Apps as Game-Based Learning Tools in Higher Education for the Enhancement of Learning Motivation

2021

Technology has brought changes in many fields, including education. An increasingly important role in the pedagogical process is played by technology-enhanced learning and the use of technology in the learning process to make it more exciting, interesting, and motivating for students. Game-based learning is an essential part of technology-enhanced learning, and it has the potential to engage and motivate students. Although knowledge tests often have negative associations related to stress and assessment, game-based learning tools like quiz apps provide a safe environment for training and mistakes by integrating elements of games that make the learning process and knowledge assessment more i…

Knowledge assessmentLearning motivationHigher educationbusiness.industryProcess (engineering)Stress (linguistics)Mathematics educationGame based learningUse of technologybusinessPsychology
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