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The use of games in a graduation course in an engineering faculty
(2021-01-01)
The quality of education did not accompany the Brazilian effort to increase the number of students in higher education, contributing to this the small number of practical classes and interdisciplinarity. The publication ...
Supporting Skill Assessment in Learning Experiences Based on Serious Games Through Process Mining Techniques
Learning experiences based on serious games are employed in multiple contexts. Players carry out multiple interactions during the gameplay to solve the different challenges faced. Those interactions can be registered in ...
Kimo - A Serious Game for Childhood and Juvenile Cancer Learning
(Ieee, 2019-01-01)
Currently, games are not strictly associated with player fun. There are those that have been developed to serve as a learning tool, including on health-related topics. Thus, the present paper presents the connection between ...
Acceptance of Serious Games to Develop Digital Competencies in Higher Education
(2022)
Serious games are the focus of the current research agenda. They show promise for allowing students to learn and practice skills. In fewer studies, they are used for the development of academic competencies. Therefore, it ...
FJSU: um framework para o desenvolvimento de jogos sérios ubíquos
(Universidade Federal de Santa MariaBrasilEducaçãoUFSMPrograma de Pós-Graduação em Tecnologias Educacionais em RedeCentro de Educação, 2019-03-20)
Nowadays, digital games end up exploiting the mobility potential of mobile devices, adding ubiquitous features such as connectivity to different types of sensors and different devices, and adapting content in real time ...
Adaptive System for the Generation of Emerging Behaviors in Serious Emerging Games
(Instituto Politecnico Nacional, 2020-01-01)
A video game adaptation system (SAV) for serious emergent games (JSE), allows emergent behaviors in the game, such as the appearance of environments, events, narratives and characters, among others, in order to adapt to ...
Towards an evaluation method of how accessible serious games are to older adults
(Institute of Electrical and Electronics Engineers Inc., 2020)
The loss of cognitive and motor functions in humans increases with age, and the aging population is expected to continue growing significantly in the following years. In this context, serious games have become a tool that ...
A systematic literature review of methodologies used for the design of serious games. A comparative analysis
(2020-06-26)
This article of systematic literature review presents the analysis of a series of methodological proposals,
suggested for the design of educational video games. Nine different methodologies are analyzed. As part of the ...
Multiletramentos em um Serious Game
(Universidade Federal de Sergipe, 2017-07-07)
The grafocentric society demands literacy skills from its citizens; theses skills are increasingly getting refined in physical and digital formats. Consequently, the school – an important literacy agency (KLEIMAN, 1995) ...
Towards the evaluation of the usability and portability of serious games
(IEEE, 2021)
erious Games (SG) are designed to teach, train, or promote behavior change while entertaining players. They are increasingly popular because they provide significant health benefits, while improving the cognitive functions. ...