The effect of games and simulations on higher education: a systematic literature review

D Vlachopoulos, A Makri - … Journal of Educational Technology in Higher …, 2017 - Springer
The focus of higher education institutions is the preparation of future professionals. To
achieve this aim, innovative teaching methods are often deployed, including games and …

Modeling and analysis of random walk search algorithms in p2p networks

N Bisnik, A Abouzeid - … International Workshop on Hot Topics in …, 2005 - ieeexplore.ieee.org
In this paper we develop a model for random walk search mechanism in unstructured P2P
networks. Using the model we obtain analytical expressions for the performance metrics of …

Game-Based Learning, Serious Games, Business Games und Gamification–Lernförderliche Anwendungsszenarien, gewonnene Erkenntnisse und …

A Jacob, F Teuteberg - … und Serious Games: Grundlagen, Vorgehen und …, 2017 - Springer
Zusammenfassung Im Beitrag werden die Begriffe Game-Based Learning, Serious Games,
Business Games und Gamification analysiert, voneinander abgegrenzt und Rückschlüsse …

Serious games effect analysis on player's characteristics

P Kaimara, E Fokides, A Plerou, P Atsikpasi… - International Journal of …, 2020 - igi-global.com
Abstract “Serious games” refer to games that go beyond pure entertainment and promote
learning. They are utilized within a variety of learning environments enabling students to …

Gender-based engagement model for designing serious games

SA Alserri, NAM Zin, TSMT Wook - 2017 6th International …, 2017 - ieeexplore.ieee.org
There is a low number of female student's enrollment in Computer Science field in many
countries. Much effort has been done to motivate females to study computer science, but it is …

An online virtual learning environment for higher education

V Jaligama, F Liarokapis - … on Games and Virtual Worlds for …, 2011 - ieeexplore.ieee.org
This paper describes a novel online virtual learning classroom environment focused for
higher education. Students can login to this virtual world in the form of their avatars and …

Handwritten signature verification based on neural'gas' based vector quantization

BL Zhang, MY Fu, H Yan - … Fourteenth International Conference …, 1998 - ieeexplore.ieee.org
This paper propose a vector quantization (VQ) technique to solve the problem of handwritten
signature verification. A neural'gas' model is trained to establish a reference set for each …

Who is more eager to use Gamification in Economic Disciplines? Comparison of Students and Educators

N Dečman, A Rep, M Titgemeyer - … journal of the Society for Advancing …, 2022 - hrcak.srce.hr
Background: In this paper, the focus is on the application of digital and mobile technologies
as supporting tools for the implementation of gamification in the field of education of future …

Learning physics through computer games

G Hookway, Q Mehdi, T Hartley… - … of CGAMES'2013 USA, 2013 - ieeexplore.ieee.org
Physics today is not taught in a way that is easy to understand and it is because of this that
students lose interest in physics and eventually drop out of the subject. As physics is …

Educational games in higher education

EY İnce - Simulation and Gaming, 2018 - books.google.com
Technological innovations change the learning environments and transform the traditional
methods. Educational computer game is one of the most popular emerging educational …