Sneakily Purposeful Games: A new design strategy for motor-based serious games

JW Eijkemans - 2023 - essay.utwente.nl
Although videogames have a reputation as a leisure activity with little to no beneficial
outcomes, modern computer games show potential not just for entertaining users, but also in …

Designing games for chidren's rehabilitation.

N Keetels - 2012 - eprints.bournemouth.ac.uk
The upsurge of video games applied to various contexts such as health care and education
has led to an increased interest in strategies on how to design games that generate real-life …

Education for Sustainable Development and the Platform Society

M Shatkin - Digitalization, New Media, and Education for …, 2023 - igi-global.com
The chapter explores the risks of the platform society to sustainability and how education for
sustainability (ESD) can address these risks. The platform society is built on a business …

Gamifying Interventions: Sweetening Mental Health Interventions for Children

NKL Goh, TJ Goh, CG Lim, DSS Fung - Handbook of Research on …, 2022 - igi-global.com
A key ingredient in successful psychological therapies is found in patients' motivation and
willingness to engage in and follow through with the therapy program. Engaging children is …

[PDF][PDF] Serious Games im Schlaglicht pflegedidaktischer Ansprüche

N Dütthorn - 2023 - library.oapen.org
SeriousGamessindalsdidaktischesLernmed… noch weitestgehend unberücksichtigt. Das
mag auch daran liegen, dass auf den ersten pädagogischen Blick die Verbindung von …

Gamified Stories in History Classrooms

H M. Alshikhabobakr, S M. Khan, H M. Gedawy… - Proceedings of the 12th …, 2020 - dl.acm.org
As the new generation is tech-savvy, we developed visuals and animations using Alice to
support the learning of non-STEM school subjects. The objective of this research is to …

Συστήματα ηλεκτρονικής μάθησης στήν εκπαίδευση.

Β Σαπουντζής - 2012 - dspace.lib.uom.gr
Στην παρούσα διπλωματική εργασία παρουσιάζονται οι μορφές ηλεκτρονικής μάθησης, που
κυριαρχούν σήμερα στον εκπαιδευτικό και στον επιχειρηματικό κόσμο, αλλά και τεχνολογίες …

[PDF][PDF] Negativity in Play-How Negatively Valenced Emotions create Meaningful Games

MAM Umbelino, RR da Mota - academia.edu
Emotions are considered a core component of any media experience, including video
games. However, most research regarding video game experiences regularly focus on the …

Recomendações para transformar conteúdos educacionais em jogos e promover o engajamento

C Menegali - 2022 - repositorio.ufsc.br
Os jogos se apresentam como recursos de aprendizagem utilizados como suporte ao
engajamento do estudante, de modo a fomentar a motivação em interagir com a mídia e …

Balancing Fun and Seriousness Serious: Game Design Considerations

HH Vivian, Y Valerie, WJ Dominic, ST Jimmy - 2021 - tmb.apaopen.org
Much research has been done on the design procedure and principles for serious games.
However, those studies rarely account for the balance between the fun elements and the …