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Article
Open AccessScience teachers’ experiences of inquiry-based learning through a serious game: a phenomenographic perspective
This study employed a phenomenographic approach to investigate science teachers’ conceptions of inquiry-based learning through a serious game. Simaula is a prototype game designed and used as a virtual practic...
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Chapter and Conference Paper
The Design and Development of a Game-Based Approach to Entrepreneurship Education
This paper describes the design and development process of a game-based training approach to entrepreneurship education. The game serves as part of a broader online training course which seeks to facilitate aw...
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Chapter
The EN-Survival Game: An Environmental Game for Residential Accommodation
The significance of using games for educational purposes is well documented in the literature. It has been argued that serious games can draw more engagement and user attention to topics when compared to conve...
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Chapter and Conference Paper
A Game for Entrepreneurship Training Supporting Dual-Career Paths
This paper presents the early-stage user workshop findings and subsequent design of a game-based learning approach to entrepreneurship. The specific context is to address the dual-career training needs of ath...
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Chapter
Fostering Engagement with Cultural Heritage Through Immersive VR and Gamification
Digital games provide a recognised means of engagement and education when addressing challenges in educating and immersing individuals in their own heritages, and those of other cultures. Similarly, gamificati...
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Chapter
Promoting Healthy Adolescent Lifestyles Through Serious Games: Enacting a Multidisciplinary Approach
Long-term health risks associated with unhealthy lifestyles present a significant current and future burden for healthcare providers. Adolescence represents a critical time for intervention, as habits formed d...
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Chapter
The Development and Assessment of a Team-Based Management Game
Educational games and simulations are increasingly becoming a feature of business and management training. These are often team-based, conducted in a seminar room and simulate a business project or operation. ...
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Chapter and Conference Paper
Pegaso: A Serious Game to Prevent Obesity
The problem of obesity in the world has grown considerably in recent years. Between 16% and 33% of children and adolescents are obese. Even if obesity is among one of the easiest medical conditions to recogniz...
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Chapter and Conference Paper
THE GROWTH: An Environmental Game Focusing on Overpopulation Issues
THE GROWTH is an environmental game aiming to tackle growing population issues and its impact on natural environment. The game also extends to cover social issues and unsustainable resources consumption caused...
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Chapter and Conference Paper
Towards Collaborative Complex Learning Objects by the Virtualization of Collaborative Sessions
On-line collaborative learning has demonstrated the benefits of using collaborative activities to increase the learning efficacy. However, collaborative learning approaches cannot be applied in every e-learnin...
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Chapter and Conference Paper
Advances in MASELTOV – Serious Games in a Mobile Ecology of Services for Social Inclusion and Empowerment of Recent Immigrants
Immigration imposes a range of challenges with the risk of social exclusion. As part of a comprehensive suite of services for immigrants, the MASELTOV game seeks to provide both practical tools and innovative ...
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Article
E-commerce transactions in a virtual environment: virtual transactions
E-commerce is a fundamental method of doing business, such that for a firm to say it is trading at all in the modern market-place it must have some element of on-line presence. Coupled with this is the explosi...
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Chapter and Conference Paper
Authoring of Adaptive Serious Games
Game-based approaches to learning are increasingly being recognized as having the potential to stimulate intrinsic motivation amongst learners. Whilst a range of examples of effective serious games exist, crea...
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Chapter and Conference Paper
Conducting Ethical Research with a Game-Based Intervention for Groups at Risk of Social Exclusion
With developers of entertainment games increasingly exploiting the potential the platform affords for capturing rich data on user behaviour, adopting similar paradigms for "serious" purposes such as positive s...
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Chapter
Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction
As technology evolves to support an increasingly diverse range of pedagogic approaches, various kinds of technology-driven interventions have already been integrated into conventional teaching methods, which i...
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Chapter and Conference Paper
Levels of Interaction (LoI): A Model for Scaffolding Learner Engagement in an Immersive Environment
In this paper we present a theoretical framework describing an original method for the design of intelligent tutoring environments, building upon the notion of shared attention. This framework is defined as the L...
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Chapter
A Level of Interaction Framework for Exploratory Learning with Characters in Virtual Environments
This paper investigates a range of challenges faced in the design of a serious game aimed at teaching history in situ, through the use of an immersive, open virtual environment. In the context of this paper, such...
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Chapter and Conference Paper
Assessing NeuroSky’s Usability to Detect Attention Levels in an Assessment Exercise
This paper presents the results of a usability evaluation of the NeuroSky’s MindSet (MS). Until recently most Brain Computer Interfaces (BCI) have been designed for clinical and research purposes partly due to...