{"title":"Embracing Simulations and Problem-Based Learning to Effectively Pair Concepts of Aeronautics With Flight Safety Training","authors":"Ioanna K. Lekea, D. Stamatelos","doi":"10.4018/978-1-7998-9223-6.ch025","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch025","url":null,"abstract":"Cadets, in order to become pilots, apart from successfully passing their flight training program, need to also complete their academic education, where many technical subjects, such as aeronautics, exist. Cadets often face difficulties in comprehending certain concepts in the subject “aeronautics” as well as the applied link between aeronautics and flight safety. To this end, at the Hellenic Air Force Academy, an innovative educational tool is under development so as to facilitate students' understanding of the practical use of aeronautics and its impact on aircraft safety. An important aspect of the proposed educational tool is that it can be easily adopted into the pilots' flight training program and offer a complimentary training experience regarding mid-air crisis scenarios. The new educational tool is based on introducing in-class simulation and problem-based learning, thus combining theory and practice. The aim of this chapter is to describe the development of this educational tool and to demonstrate the way that it can be employed for academic and flight training purposes.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121154816","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Introducing Serious Games as a Master Course in Information Security Management Programs","authors":"Grethe Østby, S. Kowalski","doi":"10.4018/978-1-7998-9223-6.ch023","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch023","url":null,"abstract":"In this chapter, the authors outline their process for introducing serious games as a course in an Information Security Master Course Program at the Norwegian University of Science and Technology. The process is built on the author's experiences from both participating, coaching, judging, and even arranging serious games and cyber security challenges. With the lack of cultural recipes (or shared experiences) in information and cyber security from previous generations, these recipes must be learned in other environments. Given the efficiency of using exercises for incident response training, the authors suggest that information and cyber security incident response can be learned efficiently through serious games as one type of exercise. The authors suggest that serious games give relevant learning experiences from both developing them and participating in them, and they suggest these learning experiences as part of the course, in addition to necessary instructions.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131417583","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Natural User Interfaces for Meditative Health Games","authors":"Ifeoluwapo Fashoro, Sithembile Ncube","doi":"10.4018/978-1-7998-9223-6.ch010","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch010","url":null,"abstract":"The psychological health outcomes of video games are drawing increasing interest around the world. There is growing interest in video games as an accessible health intervention for depression and anxiety, both of which are rising health concerns globally. New interaction techniques for video games are becoming increasingly popular, with natural user interfaces (NUIs) becoming more commonplace in game systems. This chapter explores the design of a meditative game, a subgenre of casual games that intends for players to become calm and relaxed, and the evaluation of the NUIs for the game. The purpose of the chapter is to ascertain which NUI is most suitable for meditative games. A meditative fishpond game was designed that accepts two NUIs: touch and eye-tracking. The game was evaluated using a Positive and Negative Affect Schedule. The study found the eye-tracking interface reported a higher positive affect score from users and is therefore most suitable for meditative games.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"119 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114638473","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Gamification and Health in a Holistic Perspective","authors":"Selin Ögel Aydın","doi":"10.4018/978-1-7998-9223-6.ch009","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch009","url":null,"abstract":"Gamification and health are discussed from a one-sided perspective. Gamification and health studies focus on the use of gamification for health and overlook the perspective on how gamification affects health. This chapter discusses gamification and health in terms of organizations, individuals, and society, and addresses the effects of gamification on health and the use of gamification for health. Existing research on gamification and health addresses gamification practices developed for health and the health effects of gamification separately. Consequently, the aim of this chapter is to contribute to the original research collection organized into gamification studies in health from a holistic perspective.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125339486","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}