- Educational Games and Gamification
- Digital Games and Media
- Artificial Intelligence in Games
- Software Engineering Techniques and Practices
- Intelligent Tutoring Systems and Adaptive Learning
- Persona Design and Applications
- Usability and User Interface Design
- Service-Oriented Architecture and Web Services
- Gender Diversity and Inequality
- Advanced Text Analysis Techniques
- ICT in Developing Communities
- Context-Aware Activity Recognition Systems
- Spreadsheets and End-User Computing
- Digital Marketing and Social Media
- Military Defense Systems Analysis
- Advanced Software Engineering Methodologies
- Teaching and Learning Programming
- Biomedical and Engineering Education
- Entrepreneurship Studies and Influences
- Imbalanced Data Classification Techniques
- Corporate Finance and Governance
- Online Learning and Analytics
- Sports Analytics and Performance
- Innovative Teaching and Learning Methods
- Augmented Reality Applications
Japan External Trade Organization
2009-2019
Eindhoven University of Technology
2014-2017
University of Genoa
2013-2015
Abstract Although there is a consensus on the instructional potential of S erious G ames ( SG s), still lack methodologies and tools not only for design but also to support analysis assessment. Filling this gap one main aims L earning A lliance http://www.galanoe.eu ) E uropean N etwork xcellence ames, which has focus upon pedagogy‐driven s . This paper relies assumption that fundamental aspect consists in translation learning goals/practices into mechanical element gameplay, serving an...
Deployment of serious games (SGs) and their insertion in higher education (HE) curricula is still low. The lacks papers describing deployment SGs HE critically showing educational benefits providing guidelines good practices for use. With the present work, we intend to make a fi
Producing educational serious games can be costly and time-consuming. The Service-Oriented Architecture (SOA) approach of software development offer a solution to reduce costs foment development. In this work, we apply model called Activity Theory-based Model Serious Games (ATMSG) for identifying existing relevant components that reused different games. We the derived structure classify elements an game identify how it refactored expanded following SOA paradigm.
Collaboration and cooperation are fundamental activities processes for humans. There has been a recent rise in the interest collaborative cooperative several fields of study an increasing popularity commercial games. In this paper, we aim to identify how collaboration studied promoted field game research, with emphasis digital To that end, systematically analyzed two sets data: academic publications on games reviews From examination, acknowledge important relationship between cultural...
Rapid technological changes have a large influence in the field of engineering systems. However, just being fast is not sufficient; additionally, system has to be user-friendly, flexible and cost effective. Serious Games (SG), as fast-paced, immersive, interactive media, only become popular various learning training environments, including engineering, but there are also several examples on how game-based mechanisms can used enhance User Experience (UX) performance. So far, gamification...
The industry perspective to designing Serious Games (SG) for learning is largely a top-down approach, with the pedagogical design driven by two aspects - client based or flagship product. A client-based product has known objectives and outcomes. Flagship products corporate brands have less defined objectives. Insofar, SG designers, mindful of objectives, often follow simple rule thumb asking where, on scale fun simulation, fulfils requirements game. This then determines approach implemented,...
This study aimed to understand how people learn from games and serious games. Specifically, the aim was collect data gaming interactions see if we can identify any patterns. The experiments have been carried out with a group of 15 participants. We asked them play short minigame game called Lix. Our set contains players' time series activities during gameplay. There are CSV files containing per Each file 11 features. descriptions game, features, actions provided in separate txt files.