Search results for "Gamification"

showing 10 items of 63 documents

Augmented Reality Gamification for Human Anatomy

2019

This paper focuses on the use of Augmented Reality technologies in relation to the introduction of game design elements to support university medical students in their learning activities during a human anatomy laboratory. In particular, the solution we propose will provide educational contents visually connected to the physical organ, giving also the opportunity to handle a 3D physical model that is a perfect reproduction of a real human organ.

Augmented RealitySettore INF/01 - InformaticaRelation (database)Settore BIO/16 - Anatomia UmanaComputer scienceMobile learningReproduction (economics)GamificationGame designSettore MED/43 - Medicina LegaleHuman–computer interactionHuman anatomyHuman anatomyMedicineSettore ICAR/17 - DisegnoUniversity medicalAugmented reality
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Mobiiliopetuksen käyttömahdollisuuksia : oppilaiden omien mobiililaitteiden käyttö peruskoulun alakoulun opetuksessa

2015

Muutaman viime vuoden aikana mobiililaitteiden käyttö kouluissa on yleistynyt. Tämä on osittain aiheuttanut ristiriitaista keskustelua laitteiden käytöstä opetuksessa. Osa opettajista on ottanut mobiililaitteet opetuskäyttöön innokkaasti. Mobiiliopetuksen mahdollisuuksia ei kuitenkaan ole vielä kovin paljon tutkittu. Tällä tutkimuksella oli tarkoitus selvittää, mitä mahdollisuuksia oppilaiden omat mobiililaitteet tarjoavat opetukseen. Aineiston analyysissa pyrittiin etsimään tietoa siitä, miten ongelma-perustaisen opetuksen menetelmä ja pelillisyys vaikuttavat opetus- ja oppimisprosessissa, kun opiskelumenetelmänä käytetään mobiilioppimista ja oppilaiden omia mobiililaitteita. Tutkimus teht…

Bring Your Own Deviceongelmalähtöinen oppiminenoppiminenBYODfuture schoolBring Your Own Technologypelillisyysopetusverkko-oppiminenoppimispelitmobile learningpelillistäminenmobiililaitteetmobiilioppiminenBYOTPBLongelmaperustainen oppiminengamificationm-learningmobiiliopetus
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Gaming as a Key Approach for the Recovery Process of a Public Space: The Case Study of the Old Chemical Plant ‘Chimica Arenella’ in Palermo

2021

This poster describes the FORGE (FactOry of uRban GamEs) project, a proposal that our research group launched in partnership with the Municipality of Palermo (Italy) and other local stakeholders in 2019. FORGE will be hosted in what was previously a chemical plant (the former 'Chimica Arenella') and is an open factory designed to collect needs and to generate interventions for urban innovation. The four key terms we have used for the project are urban, game, factory and participation. In fact, FORGE employs a participatory methodological model based on the concept of game, aimed at supporting social and economic development through a platform for participatory co-design. FORGE plays also a …

Chimica ArenellaSettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniSettore ICAR/15 - Architettura Del PaesaggioSettore SECS-P/07 - Economia AziendaleUrban GamesPublic Spaces RecoverySettore M-GGR/01 - GeografiaGamificationpublic spacePalermoSettore ING-IND/16 - Tecnologie E Sistemi Di LavorazioneSettore M-PED/03 - Didattica E Pedagogia Speciale
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A VR-Enhanced Rollover Car Simulator and Edutainment Application for Increasing Seat Belt Use Awareness

2021

Most countries have active road safety policies that seek the objective of reducing deaths in traffic accidents. One of the main factors in this regard is the awareness of the safety measures, one of the most important being the correct usage of the seat belt, a device that is known to save thousands of lives every year. The presented work shows a VR-enhanced edutainment application designed to increase awareness on the use of seat belts. For this goal, a motorized rollover system was developed that, synchronized with a VR application (shown in a head-mounted display for each user inside a real car), rolls over this car with up to four passengers inside. This way, users feel the sensations …

Computer Networks and CommunicationsComputer scienceContext (language use)02 engineering and technologySerious gameVirtual realitylaw.inventiontraffic safetyAeronauticslaw0202 electrical engineering electronic engineering information engineeringSeat beltPer capitagamificationawarenessserious gameSeguretat viària05 social sciencesedutainment050301 education020207 software engineeringQA75.5-76.95RolloverHuman-Computer InteractionRisk perceptionPsicologiaWork (electrical)Electronic computers. Computer sciencevirtual realityseat beltrollover simulator0503 educationComputers
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Elena+ care for COVID-19, a pandemic lifestyle care intervention : intervention design and study protocol

2021

Background: The current COVID-19 coronavirus pandemic is an emergency on a global scale, with huge swathes of the population required to remain indoors for prolonged periods to tackle the virus. In this new context, individuals' health-promoting routines are under greater strain, contributing to poorer mental and physical health. Additionally, individuals are required to keep up to date with latest health guidelines about the virus, which may be confusing in an age of social-media disinformation and shifting guidelines. To tackle these factors, we developed Elena+, a smartphone-based and conversational agent (CA) delivered pandemic lifestyle care intervention. Methods: Elena+ utilizes varie…

Conversational agentdigital healthcomputer sciencechatbot conversational agent digital coaching COVID-19 coronavirus lifestyle smartphone pandemic mental health exercisebehavioral scienceStudy Protocoldigital coachingChatbot Conversational agent (CA) Digital coaching Digital Health Coronavirus – COVID-19 Gamification Mental Health lifestyleCOVID‐19Humans:Medicine [Science]gamificationLife StylePandemicsPublic healthPandemicSARS-CoV-2coronavirus-COVID-19health sciencescoronavirus–COVID-19COVID-19Correctioninformation managementchatbot; conversational agent; Digital coaching; digital health; Coronavirus; COVID‐19; Gamification; Mental health; Pandemic; LifestyleLifestyleCoaching614: Public Health und GesundheitsförderungPandemic lifestyle careCoronavirusDigital Coachingconversational agent (CA)social sciencesmental healthChatbot
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The case of literacy motivation : Playful 3D immersive learning environments and problem-focused education for blended digital storytelling

2018

The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program “From the Ancient to the Modern Tablets”, featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an interactive game-based digital storytelling activity with game elements, and a collaborative creative reflective hands-on activity. Utilizing the avatar psychology power, the visualization and simulation affordances of 3D immersive learning environments and the appeal of storytelling and game-based learning, the “gamified” blended narrative on the book evolution enabl…

Cooperative learningoppimisympäristömedia_common.quotation_subjectproblem-focused educationExperiential learningdigital storytellingLiteracyEducationkontekstuaalisuuspelillistäminen3D virtual learning environmentsPedagogyNarrativemedia_commonDigital storytellingongelmalähtöinen oppiminen05 social sciencesEducational technologyComputingMilieux_PERSONALCOMPUTINGmulti-user virtual environments050301 educationlibraryimmersive learning environmentsGamificationComputer Science ApplicationsMedia- ja viestintätieteet - Media and communicationssecond lifekirjastotperuskoulu3D Virtual Immersive Learning Environments0509 other social sciences050904 information & library sciencesPsychology0503 educationEducational programStorytelling
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LET'S PLAY INTO THE ENGLISH CLASSROOM.

2015

The role of playing as an extremely effective teaching tool with learners at every age has been already well acknowledged by authors from all over the world. In the FL classroom the fundamental characteristic of the gaming approach is the turn over of the perspective that not only emphasizes the affective relationship that occurs between teacher and student in the teaching/learning process, but also underlines the centrality of the learner as the main actor in the learning process. Games in the classroom help create communicative and significant learning environments where attention to individuals or to special education needs, respect of the rules, cooperation, solidarity, overcoming of di…

ESLGame and LearningEducational gameForeign LanguageGamification Teaching Foreign Languages.Settore L-LIN/02 - Didattica Delle Lingue ModerneSettore M-PED/03 - Didattica E Pedagogia Speciale
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Edutainment - nowy wymiar praktyki miłosierdzia

2016

New forms of materiał, morał and spiritual poverty (Pope Francis) that are still changing and developing reąuire new forms and ways of practicing charity. According to the teaching of Pope Francis, it is not enough to give bread to the poor and the needy, they need the access to work, education and development. Following this path, it is worth noting the poor in other areas than just materiał poverty. This paper will focus on two groups: “the poor in sensitivity to others”, that is ailing in being merciful and those suffering from a lack of freedom, that is enslaved and endangered by this form of poverty. The novelty of the proposed form of the practice of mercy is to use methods of edutain…

Edutainmentgamificationnew forms of mercyinnovations in educationlearning through play
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AirBaltic Case Based Analysis of Potential for Improving Employee Engagement Levels in Latvia through Gamification

2016

Abstract In 2014, airBaltic Corporation introduced a gamified electronic platform called Forecaster with a purpose to increase its employee engagement. The article considers the approach used by the organisation, analyses results, advantages and drawbacks of the organisation, and mainly formulates recommendations for the organisation in order to improve impact on employee engagement through gamification. As a result of the research, the author proposes 8 steps that are useful and applicable to any organisation, and as such those may serve a broader purpose than just improving airBaltic Forecaster tool. The objective of the paper is to draw learnings and put forward suggestions for the organ…

EngineeringProcess managementHF5001-6182business.industry05 social sciences050209 industrial relationsemployee engagementCorporationhuman resource managementEconomics as a sciencehuman resource management.Order (business)Human resource management0502 economics and businessEmployee engagementBusinessgamification0501 psychology and cognitive sciencesOperations managementbusinessBusiness managementHB71-74Employee engagement050107 human factorsEconomics and Business
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Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…

2017

Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…

Engineeringserious gamesMultimediabusiness.industryDistance educationEducational technologyVirtual realityvirtual immersive environmentscomputer.software_genreverkko-oppiminengame-based learningpelillistäminenhyötypelitgamificationOpen and Distance Learning (ODL)businesscomputere-learningInstructional simulationvirtuaalimaailma
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