Serious games in science education: a systematic literature

M Ullah, SU Amin, M Munsif, MM Yamin… - Virtual Reality & …, 2022 - Elsevier
Teaching science through computer games, simulations, and artificial intelligence (AI) is an
increasingly active research field. To this end, we conducted a systematic literature review …

Academic methods for usability evaluation of serious games: a systematic review

R Yanez-Gomez, D Cascado-Caballero… - Multimedia Tools and …, 2017 - Springer
In the last years, there has been an increasing interest in the design of video games as a
tool for education, training, health promotion, socialization, etc. Usability, which is a key …

Towards a new learning experience through a mobile application with augmented reality in engineering education

S Criollo-C, D Abad-Vásquez, M Martic-Nieto… - Applied Sciences, 2021 - mdpi.com
With the rise of information technology and digitization, education has been faced with the
need to adopt new learning models using technology to create innovative educational …

Proxsituated visualization: An extended model of situated visualization using proxies for physical referents

KA Satriadi, A Cunningham, RT Smith… - Proceedings of the …, 2023 - dl.acm.org
Existing situated visualization models assume the user is able to directly interact with the
objects and spaces to which the data refers (known as physical referents). We review a …

Towards the improvement of ADHD children through augmented reality serious games: Preliminary results

D Avila-Pesantez, LA Rivera… - 2018 IEEE Global …, 2018 - ieeexplore.ieee.org
Attention Deficit-Hyperactivity Disorder is the most common childhood neurodevelopment
disorder that globally affects 3 to 5 percent of children. Several computerized training …

Insights into the factors influencing student motivation in augmented reality learning experiences in vocational education and training

J Bacca, S Baldiris, R Fabregat, Kinshuk - Frontiers in psychology, 2018 - frontiersin.org
Research on Augmented Reality (AR) in education has demonstrated that AR applications
designed with diverse components boost student motivation in educational settings …

Using technologies as virtual environments for computer teaching: A systematic review

AF Batista, M Thiry, RQ Gonçalves… - Informatics in Education, 2020 - ceeol.com
This research discusses the use of Augmented Reality, Virtual Reality and Mixed Reality
technology applications in the learning process of relevant content to the Computer Science …

Proposal of a conceptual model for serious games design: A case study in children with learning disabilities

D Avila-Pesantez, R Delgadillo, LA Rivera - IEEE Access, 2019 - ieeexplore.ieee.org
Serious Games (SG) have a particular ability to motivate and engage in the therapeutic and
learning process. There are multiple approaches based on methodologies, frameworks, and …

Perspectives on usability guidelines for smartphone applications: An empirical investigation and systematic literature review

N Ahmad, A Rextin, UE Kulsoom - Information and Software Technology, 2018 - Elsevier
Context Several usability guidelines have been proposed to improve the usability of
smartphone apps. These guidelines can be classified into three disjoint sets: platform …

Usability measures in mobile-based augmented reality learning applications: a systematic review

KC Lim, A Selamat, RA Alias, O Krejcar, H Fujita - Applied Sciences, 2019 - mdpi.com
The implementation of usability in mobile augmented reality (MAR) learning applications
has been utilized in a myriad of standards, methodologies, and techniques. The usage and …