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Titlebook: Serious Games Development and Applications; Third International Minhua Ma,Manuel Fradinho Oliveira,Klaus-Dieter Th Conference proceedings

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Evaluating the Validity of a Non-invasive Assessment Procedure,ing suitable adaptations requires a valid assessment of the psycho-pedagogical constructs the game should adapt to. An explicit assessment, e.g. by questionnaires occurring repeatedly on the screen, would impair the learner´s game flow. Therefore, a non-invasive and implicit assessment procedure is
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0302-9743 rnational Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012.The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, educat
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Health Games,udy of existing health games are presented, and analyzed through an existing taxonomy. Last, based on the lacunas found in the taxonomy, a thorough theoretical analysis is undertaken on their possible reasons, and suggestions on design methodologies are introduced through a comparison with existing commercial multiplayer games.
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Constructionist Learning in Anatomy Education,ent process. We also justify the 3D engine selected for serious game development and discuss main obstacles and challenges to the use of this constructionist approach to teach non-computing students. Finally, we recommend that the serious game construction approach can be adopted in other academic disciplines in higher education.
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Dealing with Threshold Concepts in Serious Games for Competence Development,ence of the learner, and subsequently design recovery actions when the hoped learning effect does not take place. In this paper we describe what Threshold Concepts are and how they were taken into consideration in the scope of the TARGET project when doing the design of the Game-Based learning platform.
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A Serious Game for Training Balance Control over Different Types of Soil,is invited to browse a maze while standing balance over the physical grounds. During the exploration, exercises targeting assessment of balance control are suggested. To insure the effectiveness of this training program, four exercises based on the Berg Balance Scale and the Tinetti Balance Assessment Tool are incorporated in the game.
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Blended In-Game and Off-Game Learning: Assimilating Serious Games in the Classroom and Curriculum,achinima/animation and teacher) learning approach to assess the efficacy, together with survey of teachers’ opinions on the introduction of serious games and blended learning approaches, the results shed some light on the integration / assimilate of serious games into the classroom and curriculum.
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