[HTML][HTML] Using games in geographical and planning-related teaching: Serious games, edutainment, board games and role-play

GM Robinson, M Hardman, RJ Matley - Social Sciences & Humanities …, 2021 - Elsevier
This paper reviews the use of games in geographical teaching, including prior to the
emergence of computer-based (digital) games. The growing popularity of 'serious games' …

Gamifying requirements: An empirical analysis of game‐based technique for novices

A Yasin, R Fatima, Z JiangBin… - Journal of Software …, 2024 - Wiley Online Library
Requirements elicitation is a process that involves gathering requirements for a given
project. Several studies have been published suggesting strategies to improve the …

Ampliando conceitos para o paradigma de educação digital OnLIFE

E Schlemmer, JAM Moreira - Revista Interacções, 2020 - revistas.rcaap.pt
A sociedade hiperconectada que vem se potencializando, a partir do desenvolvimento de
tecnologias digitais em rede, tem exigido movimentos disruptivos em diferentes contextos …

[HTML][HTML] An interactive information system that supports an augmented reality game in the context of game-based learning

MC Costa, P Santos, JM Patrício, A Manso - … Technologies and Interaction, 2021 - mdpi.com
Mobile augmented reality applications are gaining prominence in education, but there is a
need to design appropriate and enjoyable games to be used in educational contexts such …

Classifying games in container terminal logistics field: A systematic review

NKG Nasution, X Jin, IK Singgih - Entertainment Computing, 2022 - Elsevier
Our study generates a review of serious games in the container terminal logistics field.
Serious games deliver certain knowledge to the user and improve the user's understanding …

Quest-based learning: A scoping review of the research literature

C Snelson - TechTrends, 2022 - Springer
Quest-based learning (QBL) is a choice-driven approach that integrates game elements in a
gamified or game-based learning environment. A scoping review of the research literature …

Collaborative augmented reality for cultural heritage, tourist sites and museums: sharing Visitors' experiences and interactions

J Jacob, R Nóbrega - Augmented Reality in Tourism, Museums and …, 2021 - Springer
In this chapter, synergies between augmented reality (AR) and shared experiences are
explored. The shared experiences (such as visiting a cultural site or a museum) can benefit …

Video games and gamification against online hate speech?

S Costa, B Mendes da Silva, M Tavares - Proceedings of the 10th …, 2021 - dl.acm.org
The project" Play Your Role: Gamification against Hate Speech", funded by the" Rights,
Equality and Citizenship" programme, proposes the creation of spaces for dialogue, debate …

[PDF][PDF] Gooey Gut Trail: Board Game Play to Understand Human-Microbial Interactions.

N Pasumarthy, R Patibanda, Y Ling… - Proc. ACM Hum …, 2022 - academia.edu
Authors' addresses: Nandini Pasumarthy, nandini. pasumarthy@ rmit. edu. au, HAFP
Research Lab, School of Design, RMIT University, Australia; Rakesh Patibanda, rakesh …

InventiveTr@ ining–Inven! RA architecture Activity Provider modules for online tracking of microelectronics student

D Cota, T Cruzeiro, D Beck… - Revista de Ciências …, 2021 - repositorioaberto.uab.pt
The Inven! RA architecture is an approach for online tracking of progression towards
learning objectives, from analytics of distributed learning activities, provided by multiple third …