Search results for "Serious Game"
showing 10 items of 47 documents
Designing an Online Dungeons & Dragons Experience for Primary School Children
2020
In this work, we present the results of a role-playing game experience carried out with a group of 9- to 12-year-old children during the COVID-19 emergence. The ‘harmony in education’ approach has been used to adapt the game design to the constraints imposed by the online context and the young age of the students involved. The results show the effectiveness of the approach in terms of 21st-century skills training with particular evidence on perspective-taking.
Gamifying the Escape from the Engineering Method Prison
2018
Software Engineering is an engineering discipline but lacks a solid theoretical foundation. One effort in remedying this situation has been the SEMAT Essence specification. Essence consists of a language for modeling Software Engineering (SE) practices and methods and a kernel containing what its authors describe as being elements that are present in every software development project. In practice, it is a method agnostic project management tool for SE Projects. Using the language of the specification, Essence can be used to model any software development method or practice. Thus, the specification can potentially be applied to any software development context, making it a powerful tool. Ho…
Do Women in Nepal Like Playing a Mobile Game? MANTRA: A Mobile Gamified App for Improving Healthcare Seeking Behavior in Rural Nepal
2021
In Low and Middle Income Countries (LMIC), one of the causes of maternal and child mortality is a lack of medical knowledge and consequently the inability to seek timely healthcare. Mobile health (mHealth) technology is gradually becoming a universal intervention platform across the globe due to ubiquity of mobile phones and network coverage. MANTRA is a novel mHealth intervention developed to tackle maternal and child health issues through a serious mobile game app in rural Nepal, which demonstrated a statistically significant knowledge improvement in rural women. This paper explores the perceptions and usability of the MANTRA app amongst rural women and Female Community Health Volunteers …
Analisi delle condizioni e dei percorsi di inserimento dei prodotti ludico digitali nel settore del turismo culturale e possibili scenari di sviluppo…
2022
Con una pervasività ed una velocità inusitate, la disintermediazione ha impresso il suo sigillo sulla nostra era. È il principio su cui si fonda tutta la tecnologia dell’universo blockchain che, sostituendo tutte le istituzioni centrali con reti orizzontali, aperte e condivise di blocchi, valida le operazioni senza bisogno di controllori, notai o terze parti (di qui anche il discusso fenomeno dell’NFT, “non-fungible token”, permette di comprare un’opera senza il bisogno di una galleria/ un mediatore). Una svolta di enorme impatto che, dalla verticalità centralizzata con cui veniva dispensata la cultura dei corpi intermedi, giunge all’orizzontalità decentralizzata che connette gli individui,…
Digital Cultural Heritage e Serious Games: L'esperienza del progetto AUGUSTUS
2022
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…
Premessa al Volume
2022
Technology, educational challenges: Serious game and rehabilitation
2018
During child neurodevelopment, parenting plays the key role for accompanying children trough the evolutionary path, taking into account the various risks and dangers that may occur. Actually, certain delays or developmental disturbances may be considered as the consequence of incorrect parenting behavior. In this perspective the use of electronic devices may be observed seriously.
Serious games e autoregolazione a scuola: una sfida pedagogica nell'attuale panorama digitale
2022
Il presente lavoro intende riflettere criticamente sul valore pedagogico-educativo dei serious games all’interno dei contesti scolastici, a partire dall’idea di una necessaria implementazione di ambienti di apprendimento supportati da strumenti digitali che possano promuovere competenze cognitive ed emotivo-relazionali, sostenendo la motivazione e la partecipazione degli studenti. In questa cornice, il contributo intende porre l’attenzione sugli interventi di promozione e innovazione delle nuove tecnologie nei contesti didattici e sui vantaggi dei serious games, attraverso un uso critico e autoregolato.
Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study
2011
In vivo exposure has proved its efficacy in the treatment of specific phobias; however, not all patients benefit from it. Communication and information technologies such as Virtual Reality (VR) and Augmented Reality (AR) have improved exposure treatment adherence and acceptance. Serious games (SG) could also be used in order to facilitate exposure treatment. A line of research on SG is emerging which focuses on health issues. We have developed a SG for the treatment of cockroach phobia that uses a mobile phone as the application device. This work examines results of an N = 1 study about whether the use of this mobile game can facilitate treatment of this specific phobia preparing her for th…