Handbook of Research on Immersive Digital Games in Educational Environments最新文献

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Gamified Virtual Environment and Interaction Design for Activities of Daily Living Training 日常生活训练活动的游戏化虚拟环境与交互设计
Handbook of Research on Immersive Digital Games in Educational Environments Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5790-6.CH013
Isabel Cristina Siqueira da Silva, L. Nesi, Viviane da Silva Machado
{"title":"Gamified Virtual Environment and Interaction Design for Activities of Daily Living Training","authors":"Isabel Cristina Siqueira da Silva, L. Nesi, Viviane da Silva Machado","doi":"10.4018/978-1-5225-5790-6.CH013","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH013","url":null,"abstract":"Ludic games and gamification processes can extend functional skills in players as they integrate different intelligences and stimulate the cognitive, perceptual, and motor activities. Play can facilitate the work of occupational therapist since provides better cooperation of the patient, besides helping in its development, increasing its behavioral repertoire, mainly in the accomplishment of activities of daily living. This chapter addresses these issues, discussing the design of a gamified virtual environment that helps occupational therapists to develop the potential of children and adolescents with mild, moderate, and severe neuropsychomotor disorder. For that, the authors present an investigation of the use of a gamified virtual environment and interaction devices in the training of activities of daily living. As result, they note that games as assistive technology can encourage the integration of education, rehabilitation, and habilitation of people in situations of vulnerability and social risk, providing access and inclusion through playful and challenging activities.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","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":"128716473","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}
引用次数: 1
Digital Game Design Tutorial for Use in the Basic School 基础学校数字游戏设计教程
Handbook of Research on Immersive Digital Games in Educational Environments Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5790-6.CH003
Míria Santanna Dos Santos, Camila Peres, Marcelo Augusto Rauh Schmitt, André Peres
{"title":"Digital Game Design Tutorial for Use in the Basic School","authors":"Míria Santanna Dos Santos, Camila Peres, Marcelo Augusto Rauh Schmitt, André Peres","doi":"10.4018/978-1-5225-5790-6.CH003","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH003","url":null,"abstract":"The students of the twenty-first century are digital natives, presenting a nonlinear way of learning. The school, on the other hand, still keeps a sequential teaching structure. In order to approach the school of the students' reality, digital games can be an important educational tool. This can be done not only using educational games, but also by the creation of games. There are applications and software available online that allow the creation of games in a simple and accessible way. This process of building games enables students to mobilize various fields of knowledge and provide digital literacy, with the development of critical capacity. This chapter presents the theoretical foundations that justify the use of games in education, and a pedagogical proposal based on the construction of games, as well as tools that can be used to build digital games.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","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":"132095868","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}
引用次数: 2
Educational Games Design 教育类游戏设计
Handbook of Research on Immersive Digital Games in Educational Environments Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5790-6.CH012
N. Hamdaoui, M. K. Idrissi, S. Bennani
{"title":"Educational Games Design","authors":"N. Hamdaoui, M. K. Idrissi, S. Bennani","doi":"10.4018/978-1-5225-5790-6.CH012","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH012","url":null,"abstract":"Video games are widely and increasingly adopted in the educational field thanks to their inherent engaging, immersive, and adaptive capacities. Yet, one of the greatest problematic in educational games design remains how to create ludic and adaptive experiences without going astray from the targeted learning objectives. In creating adaptive educational games, modeling the learner/player is a prerequisite. This chapter highlights the importance of educational standards in learning content design and proposes an adaptive mechanism “AMEG” based on IMS learning design and artificial intelligence that model learners using game metrics and adapt the gameplay as well as the learning content. As a practical experimentation of the mechanism, MathQuests, an educational game that helps in teaching mathematical operations for first year middle school students was created.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"4 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":"123720247","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}
引用次数: 1
Examining Motivational Game Features for Students With Learning Disabilities or Attention Disorders 研究学习障碍或注意力障碍学生的动机游戏特征
Handbook of Research on Immersive Digital Games in Educational Environments Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5790-6.CH009
Corey D. C. Heath, T. McDaniel, S. Panchanathan
{"title":"Examining Motivational Game Features for Students With Learning Disabilities or Attention Disorders","authors":"Corey D. C. Heath, T. McDaniel, S. Panchanathan","doi":"10.4018/978-1-5225-5790-6.CH009","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH009","url":null,"abstract":"Students with learning disabilities (LD) or attention disorders (AD) often require supplementary or alternative instruction to achieve their learning goals. Computer-assisted intervention (CAI) has been explored as a promising method for fostering students' success by providing an engaging learning environment. The following chapter examines publications employing empirical studies of computerized games designed for students with LD or AD conducted between 2006-2016. The goal of this chapter is to give a brief overview and critique of the current research on incorporating computerized games into modern education for students with LD or AD, and to identify the key game features that successfully motivate and engage students.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"76 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":"127197156","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}
引用次数: 1
A Serious Game as an Auxiliary Tool for the Learning Process of Children With ASD 严肃游戏对自闭症儿童学习过程的辅助作用
Handbook of Research on Immersive Digital Games in Educational Environments Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5790-6.CH018
S. Silva, F. M. Neto, Rodrigo Monteiro de Lima, Patrício de Alencar Silva, Karla Rosane do Amaral Demoly, Ilara Nogueira da Cruz
{"title":"A Serious Game as an Auxiliary Tool for the Learning Process of Children With ASD","authors":"S. Silva, F. M. Neto, Rodrigo Monteiro de Lima, Patrício de Alencar Silva, Karla Rosane do Amaral Demoly, Ilara Nogueira da Cruz","doi":"10.4018/978-1-5225-5790-6.CH018","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH018","url":null,"abstract":"This chapter presents the game K-Hunters, a serious game with the purposes of decreasing the isolation time and helping the learning process of children with autistic spectrum disorder (ASD). The game uses geolocation, virtual reality, and augmented reality techniques to provide an environment to hunt and capture virtual monsters, holders of knowledge. These monsters are geographically spread throughout the real world and can be associated to learning objects. Through mobile devices, the users can go out hunting the monsters, capture them, and view their learning object-related content. Thus, the users are encouraged to get out of their isolation, to search for the virtual monsters, to obtain knowledge, as well as being inserted in scenarios favorable to interpersonal interaction.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"142 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":"121348083","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}
引用次数: 1
Developing a Clearer Understanding of Genre and Mobile Gameplay 更清楚地理解游戏类型和手机游戏玩法
Handbook of Research on Immersive Digital Games in Educational Environments Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5790-6.CH008
Boaventura DaCosta, Soonhwa Seok
{"title":"Developing a Clearer Understanding of Genre and Mobile Gameplay","authors":"Boaventura DaCosta, Soonhwa Seok","doi":"10.4018/978-1-5225-5790-6.CH008","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH008","url":null,"abstract":"This chapter presents a study that explored the mobile game-genre preferences of 1,950 South Korean students. The findings help create a clearer picture of the mobile gameplayer, revealing that mobile gameplay is more of a situational activity than a social replacement, often played during periods of interruption or idle time and lasting for short intervals. Action, arcade, sports, adventure, puzzle, board, simulation, and strategy were among the most popular genres played. Statistically significant relationships were found between genre and age and gender, with the younger and older students as well as males and females favoring different genres. For example, puzzle games were popular among the older females, whereas action games were preferred by the younger males. Significant relationships were also found between genre and academic grades and level, with differences found for genre preferences between high- and low-performing as well as vocational high school and college students.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"80 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":"131873003","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}
引用次数: 2
Design of a Web3D Serious Game for Human Anatomy Education 人体解剖教育Web3D游戏设计
Handbook of Research on Immersive Digital Games in Educational Environments Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5790-6.CH020
R. Lemos, C. Rudolph, Arthur V. Batista, K. Conceição, Poliana Francibele de Oliveira Pereira, Bruna S. Bueno, P. Fiuza, Samira Schultz Mansur
{"title":"Design of a Web3D Serious Game for Human Anatomy Education","authors":"R. Lemos, C. Rudolph, Arthur V. Batista, K. Conceição, Poliana Francibele de Oliveira Pereira, Bruna S. Bueno, P. Fiuza, Samira Schultz Mansur","doi":"10.4018/978-1-5225-5790-6.CH020","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH020","url":null,"abstract":"The use of 3D web-based models allows researchers to explore interesting characteristics searching for the increase of quality in the anatomy education. This chapter aims to present the design of a serious game for human anatomy education that can assist the students in the understanding of the anatomical structures as well as the relationship between them in a virtual environment. The digital game design and development was carried out in partnership with specialists in human anatomy for the study of the lower limb bones (skeletal system), vessels and arteries (cardiovascular system), and lower limb skeletal muscles (muscular system). A case study was performed with students of physiotherapy undergraduate program in the course of anatomy through usability assessment techniques. Based on the results obtained it was possible to identify fundamental and innovative features that have to be present in the design of serious games for the teaching of health sciences.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"56 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":"133293545","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}
引用次数: 4
Digital Games for Diagnostic Assessment of Cognitive Skills and Competences 用于诊断性评估认知技能和能力的数字游戏
Handbook of Research on Immersive Digital Games in Educational Environments Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5790-6.CH010
João Mattar, Viviane Marques Goi
{"title":"Digital Games for Diagnostic Assessment of Cognitive Skills and Competences","authors":"João Mattar, Viviane Marques Goi","doi":"10.4018/978-1-5225-5790-6.CH010","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH010","url":null,"abstract":"This chapter is a literature review on the uses of games for assessment. Its purpose is to outline a framework for the design of digital games for the assessment of cognitive skills and competences. A model for the assessment of generic competences is initially presented. Four categories for assessment through digital games are then explored (aim, implementation, integration, and primary type), including the strategies of in-game and out-game assessment. Methodological questions are then raised, involving approaches for linking the types of actions performed by the players during the game to a knowledge domain, tests for cognitive assessment, and adaptive assessment. As solutions, recommendations, and suggestions for future research a model is proposed to guide the design and development of digital games that aim to assess cognitive skills and competences, named DACSC.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"112 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":"116277674","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}
引用次数: 2
Bases for Summative Evaluation of Educational Digital Games and Their Implications in School Scenario 教育数字游戏总结性评价的基础及其在学校情境中的启示
Handbook of Research on Immersive Digital Games in Educational Environments Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5790-6.CH011
Isa de Jesus Coutinho, Lynn Alves
{"title":"Bases for Summative Evaluation of Educational Digital Games and Their Implications in School Scenario","authors":"Isa de Jesus Coutinho, Lynn Alves","doi":"10.4018/978-1-5225-5790-6.CH011","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH011","url":null,"abstract":"The theme of this chapter is in accord with the growing discussion proposed by several researchers while investigating games contributions for teaching and learning, particularly in relation to school. Within school environments, parents and teachers perceive that moment with suspicion, thus augmenting their questions about which evidence would point to games as capable of facilitating learning. Therefore, methodologies, procedural field, and evaluation instruments arise in an attempt to evidence the contributions of games for learning. The chapter's main objective is to present the bases of a summative evaluation methodology for educational digital games, having as a guiding tool an instrument ad hoc. The principles which orientate such grounds are based on interaction design and on the learning principles of Paul Gee. The instrument description is also included, as well as its enforceability by means of a pilot study.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"70 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":"127774081","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}
引用次数: 0
Game Concepts in Learning and Teaching Process 学与教过程中的游戏概念
Handbook of Research on Immersive Digital Games in Educational Environments Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5790-6.CH001
I. A. S. Concilio, P. H. Braga
{"title":"Game Concepts in Learning and Teaching Process","authors":"I. A. S. Concilio, P. H. Braga","doi":"10.4018/978-1-5225-5790-6.CH001","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH001","url":null,"abstract":"The traditional teaching and learning process has undergone several transformations in order to increase the engagement and motivation of students in relation to the content studied. The emergence of learning management systems, along with the adoption of games or gamification features, make the instructional process more stimulating and dynamic. Educators also seek to identify appropriate pedagogical strategies in the context of motivational design and the study of emotions. This chapter aims to present different approaches to playful learning and also discuss good practices in the use of frameworks created based on students' emotional components and instructional design in order to make game-based learning and the use of gamification more effective and engaging.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"37 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":"116322318","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}
引用次数: 7
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