Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal

A Khaleghi, Z Aghaei, M Behnamghader - Entertainment Computing, 2022 - Elsevier
Dyslexia (reading disorder) is one of the most common learning disabilities, affecting about
20% of Iranian children. The current treatments are expensive and should be performed with …

Influence of incentive mechanism and fit degree on user's environmental behavior—Taking Alipay “Ant Forest” in China as an example

N Xiong, P Ren, B Sun, S He, L Jiang, H Cui - Frontiers in Psychology, 2022 - frontiersin.org
How to use game elements to motivate users and influence their behavior has become a
new research trend, which is vital for enhancing the willingness of potential platform users to …

The effects of fragmented and continuous interruptions on online task performance

EC Levy, Y Ariel - Online Journal of Communication and Media …, 2022 - ojcmt.net
This study examines the effect of online interruptions on task performance. Two hundred and
eighty players played a game designed to simulate an online environment decision-making …

[HTML][HTML] SMART-TeleLoad: A new graphic user interface to generate affective loads for teleoperation

W Jo, GE Cha, D Foti, BC Min - SoftwareX, 2024 - Elsevier
Accurately measuring and understanding affective loads, such as cognitive and emotional
loads, is crucial in the field of human–robot interaction (HRI) research. Although established …

Crossing Valley: Development of a Serious Game to Measure Cognitive Flexibility in a Problem-Solving Context

WL Fu, NL Fischer, K Kalaivanan, GST Ong… - … Conference on Serious …, 2024 - Springer
Cognitive flexibility (CF), the ability to swiftly shift between and adapt mental strategies to
navigate novel situations, has been increasingly recognized as pivotal in classroom …

Cognitive Dyadic Measurements: A Game-Changer? Construction and First Validation of Three Cognitively Demanding Competitive Tasks

D Lubbe, PS Petri - Journal of Psychoeducational …, 2023 - journals.sagepub.com
Competition among individuals is a natural mode of determining who is fittest. While in
nature, economics, and sports, it is common to infer ability or aptitude from the outcome of …

Evaluating a Serious Game for Math: Is it Useful and Fun?

DF Tondorf, M da Silva Hounsell… - Journal on Interactive …, 2025 - journals-sol.sbc.org.br
Background: Some arguing has been drawn in the literature questioning if a game can be
purposeful (such as a Serious Game) and fun at the same time. Purpose: A serious game …

Assessing personality traits and localisation testing skills through game-based decision-making and error detection

JR Calvo-Ferrer - User-Centric Studies in Game Translation and …, 2024 - taylorfrancis.com
This chapter explores the methodological design of the serious video game The Woods,
developed to assess localisation testing skills along with personality traits, which involves …

A comparison of temporal pathways to self-harm in young people compared to adults: A pilot test of the Card Sort Task for Self-harm online using Indicator Wave …

J Lockwood, C Babbage, K Bird, I Thynne… - Frontiers in …, 2023 - frontiersin.org
Background Self-harm is complex, multifaceted, and dynamic, typically starts in
adolescence, and is prevalent in young people. A novel research tool (the Card Sort Task for …

Virtual Learning Environment to Strengthen STEM Competencies in Preschool Children

A Soberanes-Martín - STEM, Robotics, Mobile Apps in Early Childhood …, 2022 - Springer
Intervention programs in early childhood education are aimed at cognitive, physical,
linguistic, and socioemotional development, which can be strengthened with the …