Search results for "Serious Game"

showing 10 items of 47 documents

Patrimonio culturale e tecnologia: un incontro ancora da valorizzare

2020

Today, many factors are driving cultural institutions to adopt digitization strategies. For some of them, as organizations in charge of monument care, historical or archaeological museums and heritage parks, this might be critical. Indeed, making available off-site experiences of heritage places, for instance by augmented reality and/or video games, fuels polyvalent and potentially contradictory dynamics. They lay at the intersection of three main dimensions: understanding how cultural heritage and technology interact; which attitudes people in charge of cultural heritage bear, and how tourist destinations are built and promoted. The paper combines information about the evolution of the lit…

Augmented Realityserious gamesDestination imagemedia induced tourismHeritageDestination marketingSettore SECS-P/06 - Economia Applicata
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Acquisition of competencies with serious games in the accounting field: an empirical analysis

2018

El actual sistema de educación superior se basa en un aprendizaje activo por parte del estudiante enfocado al desarrollo de competencias genéricas y específicas. En este contexto muchos autores defienden el uso de simulaciones que favorezcan dicho aprendizaje y, los denominados «juegos serios» (serious games [SG]) se adaptan a este reto. Sin embargo, el empuje que cabría esperar por el desarrollo de las nuevas tecnologías y de la llegada de los denominados «nativos digitales» a las aulas no es coherente ni con su grado de implantación ni con la escasa investigación desarrollada sobre la efectividad de su uso. Los objetivos de este estudio son describir una experiencia docente de implantació…

Serious gamesKnowledge managementActive learningHigher educationmedia_common.quotation_subjectCompetenciasContext (language use)CompetenciesEmpirical researchlcsh:Accounting. BookkeepingAccountingPerceptionDigital native0502 economics and businesslcsh:Financelcsh:HG1-9999Higher educationSimulaciónInnovationmedia_commonJuegos seriosbusiness.industry05 social sciences050301 education050201 accountinglcsh:HF5601-5689Aprendizaje activoInnovaciónDigital generation:6 - Ciencias aplicadas::65 - Gestión y organización. Administración y dirección de empresas. Publicidad. Relaciones públicas. Medios de comunicación de masas [CDU]Active learningEducación superiorbusinessPsychology0503 educationSimulationManagement control systemGeneración digital
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Caccia e Raccolta ai tempi del digitaleUn esperimento di Psicologia Evoluzionistica basato su Serious Games

2012

Settore M-PSI/01 - Psicologia GeneraleSettore INF/01 - InformaticaPsicologia Evoluzionistica Serious Games
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Dal game-based learning ai serious games: alcune prospettive per l’apprendimento mediato dalla tecnologia digitale

2023

In the last years, serious games have become popular in media education as they are useful tools in engaging, motivating, and helping students learn. However, few studies investigate the long-term effects of game-based learning, and many scholars declare themself skeptical about the learning mediated by digital technology. This paper reflects on the importance of new media and serious games for young people belonging to the Net Generation as defined by Prensky. In particular, I support the idea that game-based learning reflects a broader change in our society, coinciding with the rise of the phenomenon of Gamification and the Homo Ludens paradigm. Apart from the limitations of technology-me…

Augmented RealityMedia LiteracySociologySettore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiGeneral Earth and Planetary SciencesSettore SPS/07 - Sociologia GeneraleGame-Based LearningMedia EducationSerious GameGeneral Environmental Science
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Enter the Serious E-scape Room: A Cost-Effective Serious Game Model for Deep and Meaningful E-learning

2019

Escape rooms are a phenomenon that has taken the world by storm in the last decade. Simultaneously Virtual Reality is a promising technology for innovation in education, training and e-learning. Combining these two concepts, this paper outlines a new model for designing serious games in virtual reality environments for high quality, deep and meaningful learning, the Serious E-scape Room. It describes the theoretical grounding, general guidelines and principles of the model. It also presents the case study “Room of Keys”, a serious virtual escape room for biology concepts. To test the assumptions of the model, researchers conducted a mixed research study with 148 students in a US high school…

Computer scienceE-learning (theory)media_common.quotation_subject05 social sciences050301 education02 engineering and technologySerious gameVirtual realityData scienceTest (assessment)Meaningful learning020204 information systemsPhenomenon0202 electrical engineering electronic engineering information engineeringQuality (business)0503 educationmedia_common2019 10th International Conference on Information, Intelligence, Systems and Applications (IISA)
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Players' progression through GraphoGame, an early literacy game: Influence of game design and context of play

2019

Researchers of serious games frequently investigate outcomes of play but overlook the underlying game-design components that drive those outcomes. In this paper, I aim to show how game design and context of play influence progression through GraphoGame, an early-literacy game. This is done by means of two intersecting studies. The first study shows how the game can be represented by a model that explicitly hypothesizes how the interaction between the player and the game drives progression. The second study explores user data generated by first graders (N = 137) who played the game over a period of 25 weeks as part of early literacy instruction. The juxtaposition of these two studies reveals…

serious gamesSocial PsychologyEarly literacyCommunicationComputingMilieux_PERSONALCOMPUTINGContext (language use)GraphoGameliteracy gamesadaptive learning:Teknologi: 500 [VDP]Human-Computer InteractionGame designMathematics educationAdaptive learninggame designPsychology
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Urban explorations in digital serious games: educational paths for learning from the city

2023

Learning can be fostered by technologies through devices aimed at embedded exploration of physical and digital spaces, which provide for the immersion and involvement of users in transformative experiences also based on play. The paper reflects on the relations between learning and game and the potential of digital serious games for knowledge acquisition and skill development. With the purpose of exploring the educational potential and limitations of digital serious games, the contribution analyses an app aimed at learning in an immersive environment: the Explorial app. In the context of urban exploration, the app offers informative content with the aim of fostering knowledge of the city th…

learningdigital geographiesdigital serious gamecitygameSettore M-GGR/01 - GeografiaSettore M-PED/03 - Didattica E Pedagogia Speciale
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Mind Games

2021

This paper describes the preliminary stages and the theoretical and methodological inspiration for the design of UrbanCraft, a gamified activity based on Kevin Lynch's mental maps and aiming at enhancing youth participation and inclusion in urban co-design and governance. This activity draws on previous local experiences on participation and social inclusion, held in the Southern Italian city of Palermo, in an attempt to mix urban studies, serious games and artificial intelligence methodologies. In this experiment, we designed a gamified activity conceived for nine- to twelve-year-old primary and secondary school children, due to our previous cooperation with several primary and secondary s…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniMental mapsserious gamesyouth participationMental maps youth participation serious games NLP PalermoSettore M-GGR/01 - GeografiaNLPSettore M-PED/03 - Didattica E Pedagogia Speciale
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User-Centered Design of a Scenario-Based Serious Game: Game-Based Teaching of Future Healthcare

2020

A scenario-based serious game for teaching about healthcare solutions was developed and tested in multiple iterations. The serious game captures the complexity of a real-world healthcare scenario, projecting it into a “scenario system” that can be accessed by the game participants to explore and experience the playthrough of a critical healthcare situation. The aim is to teach about existing health technology, and its uses and interactions between healthcare professionals, technologies, and patients. The platform for the serious game is mobile, such that different locations can be chosen for different scenarios. Actions of the participants trigger further actions, tasks, and storyline progr…

Scenario basedComputer sciencebusiness.industryHealth technologySerious gameArtificial IntelligenceControl and Systems EngineeringHuman–computer interactionDynamics (music)Health careTask analysisGame basedElectrical and Electronic EngineeringbusinessSoftwareUser-centered designIEEE Transactions on Games
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Serious Games: A new Approach to Foster Information and Practices About Covid-19?

2022

The current Covid-19 pandemic poses an unprecedented global challenge in the field of education and training. As we have seen, the lack of proper information about the virus and its transmission has forced the general population and healthcare workers to rapidly acquire knowledge and learn new practices. Clearly, a well-informed population is more likely to adopt the correct precautionary measures, thus reducing the transmission of the infection; likewise, properly educated healthcare workers are better equipped to manage the emergency. However, the need to maintain physical distancing has made it impossible to provide in-presence information and training. In this regard, new technologies h…

knowledgeArtificial IntelligencepracticesCOVID-19COVID-19 information knowledge practices serious gameserious gameComputer Science Applicationsinformation
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