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Titlebook: Serious Games; Second Joint Interna Tim Marsh,Minhua Ma,Stefan Göbel Conference proceedings 2016 Springer International Publishing AG 2016

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Using Mobile-Based Games as a Means for the Self-treatment of Depression and Anxiety in Youthaper aims to determine if providing these solutions in an age appropriate medium, through serious games on a mobile device, enhances the effectiveness of their treatment. A pilot study was performed to determine if playing serious games on a tablet device improved general mood and decreased heart rate in young Australians.
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Serious Games to Develop Social and Emotional Learning in Studentsor Academic, Social and Emotional Learning (CASEL) has defined “five interrelated sets of cognitive, affective and behavioral competencies” that make up SEL. In Singapore, the Ministry of Education has appropriated these understandings to broadly refer to “skills to manage self, relate to others pos
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Exploring Play-Learners’ Analytics in a Serious Game for Literacy Improvements game design elements and learning. Such analytics offer insights about play-learners engagement that is not possible to capture through traditional techniques. Visualization of learning behavior data can allow for a comparison between the pedagogical intent of the game design and the play-learners
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Reflection on Assumptions from Designing Female-Centric Educational Gamesantly male team. During the process, we arrived at assumptions based on intrinsic and extrinsic influences that effected the design of the game. After creating a prototype, the game was provided to the target audience during a usability test. Our observations reveal that even after following a rigor
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A Propriety Game-Based Learning Game as Learning Tool to Learn Object-Oriented Programming Paradigmo improve the student understanding toward object-oriented programming and self-motivation to learn. The proposed game is a simple role-playing game named ZTECH that motivates users to learn Object-Oriented programming in an easy and interaction environment. Players will play along the flow of each
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Creating Authentic Experiences Within a Serious Game Context: Evaluation of Engagement and Learninghas been designed using a framework that aligns instructional objectives with core-gameplay. Catastrophe, the Occupational Health and Safety game developed for this project, has been evaluated to determine the extent to which it promotes both engagement and learning. In comparison to e-Learning meth
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The Use of Game World Tasks Concepts in Higher Educations and applying those structures to higher education teaching can enable teachers to develop more creative, situated and exciting tasks for their students. In addition, it can improve communication and feedback. Analysis shows that tasks are an area where elements of gamification work. This article l
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Exploring Emotion Representation to Support Dialogue in Police Training on Child Interviewingg those emotions and how to build rapport are often the basis of learning exercises. However, current training pulls together the full complexity of emotions during role-playing which can be over-whelming and reduce appropriate learning focus. Interestingly a serious game’s interface can provide val
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