Susan M. Ferreira, Charles Gouin-Vallerand, Richard Hotte
{"title":"Game Based Learning: A Case Study on Designing an Educational Game for Children in Developing Countries","authors":"Susan M. Ferreira, Charles Gouin-Vallerand, Richard Hotte","doi":"10.1109/VS-GAMES.2016.7590350","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590350","url":null,"abstract":"Despite the efforts and global policies to achieve universal primary education, there are still 58 million children, roughly between the ages of 6 and 11, out of school globally. Although previous studies showed the value of serious games for learning, not enough efforts were made to apply serious games to reduce children illiteracy. Understanding the complexity of this problem, we put together a multidisciplinary research team, and an industrial partner, to work on the design of a serious game for children without access to school. In this paper, we present the preliminary results of our case study, showing the main design challenges faced to develop such tool and proposing solution to overcome those issues. We aim to call the attention of the research community about the urgent need of more studies in this field and we argue that our results could be used as starting point for taking forward future work in this direction.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"2012 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127385364","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":"Using UML to Model Educational Games","authors":"Rafael Prieto de Lope, N. Medina-Medina","doi":"10.1109/VS-GAMES.2016.7590373","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590373","url":null,"abstract":"There has been a constant increase in the number of serious games. In recent years, they have become extremely important within the scientific community and their repercussions on industry have been reflected in exponential growth in terms of their economic impact. The term serious game covers an extremely wide range of video games all with very different purposes and with many different areas of application. One of the most prolific areas is the field of education and many research papers have highlighted the benefits of video games in the classroom. Despite the complexity of educational game development, however, mainly because of the communication difficulties that exist between the technical team and the teaching team, very little research has been conducted to find a suitable design language for both parties. This article proposes the use of formall software planning within the educational games community, concretely an adaptation of UML (Unified Modeling Language) to educational games. This proposal is illustrated with a graphic adventure that the authors are developing to help second grade primary school students with their reading comprehension.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122239945","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":"The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study","authors":"I. Paliokas, Stella Sylaiou","doi":"10.1109/VS-GAMES.2016.7590371","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590371","url":null,"abstract":"Serious Games (SGs) have been widely adopted in cultural settings and museums, especially the last five years. It is expected that SG can link directly the museum content with target user groups and can fulfill their educational needs. This paper aims to present a systematic mapping study on modern museum gaming technologies and applications. More specifically, focus is given on the use of Serious Games (SGs) by the visitors during exhibition navigation and exploration of museum's cultural and educational content. Major analysis criteria and review findings include game goals, purpose of use, scope, user acceptance and educational effectiveness. A pool of 48 quality literature publications were set under examination. It was found that most solutions were game-based than play-based and that both genres had educational benefits on offer. Also, the frequency of relevant publications per year was increasing from year 2009 up to 2015. Regarding scope, studied applications were split almost equally among education, culture and arts, while the overwhelming majority were targeted to the general public and not teachers, students or parents specifically. Those findings are of particular importance for museum curators, digital cultural content creators, pedagogical engineers and museum interface designers.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126366883","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}
Robin Han, Dominik Auer, Sarah Edenhofer, Sebastian von Mammen
{"title":"Skynetz: A Playful Experiential Robotics Simulator","authors":"Robin Han, Dominik Auer, Sarah Edenhofer, Sebastian von Mammen","doi":"10.1109/VS-GAMES.2016.7590365","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590365","url":null,"abstract":"We introduce SkyNetz, a playful interactive robotics simulator for computer science students. Its focus lies on the visualization of a probabilistic robot localization algorithm considering noise in the sensors and actuators of the robot on the one hand, as well as an environment filled with obstacles which damage the robot on contact on the other hand. The goal of the simulation is training students on the intricacies of the algorithm and to develop a notion on the impact of the considered factors such as the degree of sustained sensory noise. In order to facilitate learning and promote exploration, we embed a game mode that conveys the basic interactions with the simulator and the factors shaping the robot's behavior. In the game, the player helps the simulated robot to reach its destination with as little damage as possible. This is done by setting waypoints for the robot by adjusting the parameters of the deployed localization algorithm as well as the quality of sensors and the accuracy of the robots movements. By playing with these parameters, the user playfully learns their effects, which are visualized in 3D - contrary to the hard mathematical approach presented in books. SkyNetz also has the capacity to communicate with a real robot, to show its current position and position estimates. In the long run, this will provide the foundation for novel augmented reality games. The paper includes a general introduction to the topic of interactive robot simulation, background on the specific problem of localization estimation, the presentation of our approach and the results from a small user study.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"137 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127433803","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}
Yuki Tanaka, H. Uwano, Tomohiro Ichinose, Shinya Takehara
{"title":"Effects of Gamified Quiz to Student's Motivation and Score","authors":"Yuki Tanaka, H. Uwano, Tomohiro Ichinose, Shinya Takehara","doi":"10.1109/VS-GAMES.2016.7590345","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590345","url":null,"abstract":"In this paper, we analyze an effect of gamification to student's motivation and quiz score in practical lecture scene. We use e-Learning system with ranking module to motivate students toward a quiz preparation. As a result of the experiments, 44% students answered that their motivation toward the quiz preparation was increased. We also found that the student's competitive-mind affected how the ranking system effected their motivation and score.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132260070","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":"Sing Master: An Intelligent Mobile Game for Teaching Singing","authors":"Georgi Dzhambazov, Kamen Goranchev","doi":"10.1109/VS-GAMES.2016.7590364","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590364","url":null,"abstract":"In this paper we present Sing Master - a new mobile application that allows singing enthusiasts to fulfil their dream: to learn singing. Sing Master is a game-like singing tutor that presents a series of singing exercises focused on musical intervals (e.g. major third). Furthermore, we motivate the use of software to evaluate and teach singing compared to a conventional singing coach. Further, we summarise some very similar software applications and outline what are the benefits of Sing Master compared to them. We finish by describing Sing Master's most useful feature to 'hear' the melody being sung and the algorithm, which 'hears' the musical pitch.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"9 10","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132273486","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":"The Subjective Well-Being via Virtual Worlds Experience","authors":"Thomas Photiadis, Panayiotis Zaphiris","doi":"10.1109/VS-GAMES.2016.7590370","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590370","url":null,"abstract":"The current paper focuses on 3D subjective well- being through the study experience in Second Life, involving appraisal methods. It focuses on the determination of users' emotional profiles, pre and post Second life experience. It investigates, also, the emotional stimuli during 3D experience. Based on quantitative and qualitative analysis, this study gives the description of users' 3D emotional profile through the statistical analysis before and after 3D participation, and specifies the type of caused emotional stimuli during virtual immersion.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123506185","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":"Towards the Biofeedback Game - with Interoception and Rehabilitation","authors":"Y. Nagashima","doi":"10.1109/VS-GAMES.2016.7590372","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590372","url":null,"abstract":"This paper reports some experimental developments of serious games with bio-sensing system and multimedia environments. The key idea is the biofeedback system with a combination of interoception and rehabilitation. In the area of rehabilitation therapy, it has been attracting attention that the client themself recovers better on a voluntary basis by the biofeedback technique. I have been developing some bio-sensing / bio-feedback systems with sketching (physical computing) technique and multimedia art. I will report on some cases which can be seen as the serious games in rehabilitation in cooperating with specialists in the medical field.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"208 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116514411","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":"Evidence-Based Mapping between the Theory of Multiple Intelligences and Game Mechanics for the Purpose of Player-Centered Serious Game Design","authors":"Pejman Sajjadi, Joachim Vlieghe, Olga De Troyer","doi":"10.1109/VS-GAMES.2016.7590348","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590348","url":null,"abstract":"In the context of games for learning, it is argued that taking individual differences among players into consideration during game design can be beneficial for the game and/or learning experience. Researchers have studied a variety of factors that can be used for taking individual differences among players into consideration. Although research work indicates that the intelligence levels according to the theory of Multiple Intelligences may be a promising direction to follow, this direction is among the least explored ones. The research presented in this paper explores the applicability of the theory of Multiple Intelligences for personalized and player-centered (serious) game design using empirical evidence. Our results show that there is a correlation between gamers' intelligences, their preference for games, and game mechanics. To release the results to the game development community, a kind of recommendation system has been developed that provides information about appropriate and non-appropriated game mechanics for different intelligence dimensions.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114406028","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":"Brain-Computer Interfaces - A Survey on Interactive Virtual Environments","authors":"Bojan Kerous, F. Liarokapis","doi":"10.1109/VS-GAMES.2016.7590339","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590339","url":null,"abstract":"This paper provides an overview of electroencephalography (EEG) based brain-computer interfaces (BCIs) and their present and potential uses in virtual environments and games. By reviewing relevant publications in the last 6 years, a cross-section of BCI research is given with respect to virtual environments providing insight into opportunities of future research.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126252826","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}