Academic literature on the topic 'Game-based tools'

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Journal articles on the topic "Game-based tools"

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Sahibgareeva, Gulnara Faritovna, Vlada Vladimirovna Kugurakova, and Eduard Sergeevich Bolshakov. "Game Balance Tools." Russian Digital Libraries Journal 26, no. 2 (2023): 225–51. https://doi.org/10.26907/1562-5419-2023-26-2-225-251.

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To disclose the concept of game balance and to develop an approach to automate the routine when working with game economics, methods of data analysis and experimentation were applied. According to the results of the analysis of existing definitions, a special case of mathematical balance and a generalized design definition of game balance were singled out. By parsing the existing approaches for balancing and testing games, a vision of our own solution was developed. Based on the findings, an approach for automating balance within a game prototype generator has been proposed. As an intermediate
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Kim, Yoon Jeon, and Oleg Pavlov. "Game-based structural debriefing." Information and Learning Sciences 120, no. 9/10 (2019): 567–88. http://dx.doi.org/10.1108/ils-05-2019-0039.

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Purpose The authors developed a pedagogical framework called the game-based structural debriefing (GBSD) to leverage the affordances of video games for teaching systems thinking. By integrating system dynamics visualization tools within a set of debriefing activities, GBSD helps teachers make systems thinking an explicit goal of the gameplay and learning when they use available educational games in the classroom. Design/methodology/approach This study uses a design-based research methodology with the goals of validating GBSD and investigating the utility of GBSD across different contexts as a
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Jennifer, D. Makalintal, and Nerrie E. Malaluan Dr. "GAME-BASED LEARNING ACTIVITIES IN TEACHING GRADE 7 SCIENCE." International Journal of Research - Granthaalayah 7, no. 5 (2019): 256–77. https://doi.org/10.5281/zenodo.3241249.

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Game – based learning is a process of inquiry that requires asking questions, observing, data exploration and data manipulation. It requires learning to apply and generalize scientific knowledge. Creating such learning environment requires engaging learners in different games. Active engagement in learning activities develops conceptual understanding and motivates students to seek further information. The study described the game – based learning activities in teaching science as assessed by science teachers relative to motivation, application, feedback and reinforcement. It also a
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Escueta, Julie Ann. "Game-Based Learning Towards Students' Performance in Technology and Livelihood Education." Psychology and Education: A Multidisciplinary Journal 22, no. 9 (2024): 1080–92. https://doi.org/10.5281/zenodo.13166885.

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This study aimed to investigate the impact of game-based learning on the learning outcomes and performance of Grade 8 Technology and Livelihood Education (TLE) students at Cabibihan National High School. The pre-experimental method was employed with a sample of thirty-two (32) students from Cabibihan National High School, Tagkawayan District I, Division of Quezon. Data were collected using a survey and an adapted questionnaire instrument. In this study, the researcher gathered data of the respondents in terms of their profile, perception on game-based learning materials and pre-test and post-t
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Dr., Nilesh B. Fal Dessai, B. Solanki Saish, B. Kajarekar Advait, and N. Prabhu Rakshit. "Game-Based Learning." International Journal of Innovative Science and Research Technology 7, no. 11 (2022): 121–24. https://doi.org/10.5281/zenodo.7465962.

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This research paper focuses on the development of the 3D Desktop game; The project is based on Low Poly games containing 3 different levels for the player to play and learn new topics regarding cyber security in each stage. Player’s gain experience in gaming system with increasing levels of difficulty, computer-controlled simple NPCs and other interesting objects like chests, crates. Unlike the traditional games which have no positive impact on the gamer, this provides practical knowledge about cyber security concepts. This project explores a new dimension to the traditional Low Poly gam
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Edelmann-Nusser, A., A. Raschke, A. Bentz, S. Montenbruck, J. Edelmann-Nusser, and M. Lames. "Validation of Sensor-Based Game Analysis Tools in Tennis." International Journal of Computer Science in Sport 18, no. 2 (2019): 49–59. http://dx.doi.org/10.2478/ijcss-2019-0013.

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Abstract Three inertial measurement unit (IMU) based tennis sensor systems from BABOLAT (PURE DRIVE PLAY, POP) and HEAD (Tennis Sensor) and a camera-based system (PlaySight) were tested with respect to the question whether the information about the number of strokes by swing type and spin type in training exercises and/or matches and the average as well as the maximum speed of the service per session are reliable. Subsequently, the question whether the mechanical properties of the BABOLAT PURE DRIVE PLAY racket are the same as the mechanical properties of the BABOLAT PURE DRIVE racket without
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Patterson, Joshua M. "Repurposing Video Games as Discussion Tools." International Journal of Game-Based Learning 14, no. 1 (2024): 1–19. http://dx.doi.org/10.4018/ijgbl.349589.

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Numerous video games marketed entirely for entertainment purposes, also known as commercial, off-the-shelf (COTS) titles, can serve as an effective tool for teaching students complicated skills such as executive functioning, hypothesis testing, and critical analysis. In this phenomenological case study, I outline a pedagogical approach that harnesses the trinity of content knowledge, discursive prowess, and video game aptitude by capitalizing on pupils' preference for digital integration. Video game titles were selected according to their scores on Rice's (2007) “Video Game Higher-Order Thinki
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Sánchez, Omar, María P. Revuelta, Adriana Gómez-Cabrera, and Luis A. Salazar. "Paper Planes for Teaching Construction Production Systems Based on Lean Tools: Continuous Improvement Cells and 5S." Buildings 13, no. 2 (2023): 558. http://dx.doi.org/10.3390/buildings13020558.

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Teaching production systems and Lean tools is a challenge for educators in the construction area, which is highlighted by the difficulty of emulating in the classroom the scenarios that industry professionals will face. Hence, implementing pedagogical games has a high potential to improve construction education processes. However, gaps are observed in the proposal of pedagogical games applicable to teaching construction systems based on Lean tools. Considering this gap, this paper proposes a game of paper planes to support the teaching of production systems in construction based on the Lean to
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Koller, Katharina, and Barbara Kieslinger. "Game on: exploring game-based tools for citizen engagement in climate research and policy." ARPHA Proceedings 6 (September 30, 2024): 235–39. https://doi.org/10.3897/ap.e126506.

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The climate crisis requires far-reaching changes which need to be supported by citizens and policymakers alike. New methods of public engagement are necessary to transform the public’s needs into actionable knowledge. Games offer potential for engagement through their central role in contemporary culture, allowing citizens to experience the policy process and voice their concerns. The EU-funded project GREAT involves citizens and policy stakeholders as players and co-researchers to explore new formats of political participation regarding climate change. In a series of workshops, local ac
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Kulkarni, Radhika, Gauri Choudhari, Manasi Bhavik, Rishita Bura, and Vaibhavi Bhosale. "Gamifying Early Math Education: An Innovative AI Game for Children." Journal of Information Technology Education: Innovations in Practice 24 (2025): 014. https://doi.org/10.28945/5595.

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Aim/Purpose: This paper aims to address the increasing demand for creative methods in childhood education by integrating technologies like artificial intelligence (AI) and game-based learning. To make arithmetic learning more interesting, the project focuses on creating an AI game and investigates its acceptability and efficacy. Background: This study shows how traditional math education may be transformed by combining AI-driven tools with game-based learning to increase student engagement and enhance learning outcomes. Methodology: The study included the development of a new AI math learning
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Dissertations / Theses on the topic "Game-based tools"

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Huang, Duzhi Sherwin. "Cipher cities : creating tools to support and sustain community co-production in the area of mobile game design." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16607/1/Sherwin_Huang_Thesis.pdf.

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My foray into location based gaming started because as a web designer, I felt that I wanted to expand my practice from one that consisted of straightforward interface design, to one that encompassed a wider variety of skills by improving on my knowledge and expertise in the burgeoning field of interaction design. This allowed me at the same time, to incorporate other aspects of design that include the usercentred design of tools for collaboration, content creation and community creation. I take a particular interest in the opportunities afforded by the convergence of web and game based technol
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Huang, Duzhi Sherwin. "Cipher cities : creating tools to support and sustain community co-production in the area of mobile game design." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16607/.

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My foray into location based gaming started because as a web designer, I felt that I wanted to expand my practice from one that consisted of straightforward interface design, to one that encompassed a wider variety of skills by improving on my knowledge and expertise in the burgeoning field of interaction design. This allowed me at the same time, to incorporate other aspects of design that include the usercentred design of tools for collaboration, content creation and community creation. I take a particular interest in the opportunities afforded by the convergence of web and game based technol
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Lindberg, Jesper, and Andreas Reyier. "Utformningen av en utvärderingsmodell för utbildningsverktyg : Till hjälp för en tillämpning av Game Design Based Learning inom utbildning." Thesis, Högskolan Dalarna, Informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-28171.

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Digitala spel i dagens samhälle blir allt vanligare och har de senaste åren börjat användas inom utbildning och undervisning runt om i världen. Att använda spel och teknologi inom en utbildning har både positiv och negativ påverkan på eleverna så väl som skolan. Teknikens positiva delar leder till en ökad motivation och engagemang bland eleverna men kan samtidigt leda till mer negativa delar, till exempel social isolering, dyra kostnader eller en distraktion som kan leda till att det påverkar andra kurser inom utbildningen negativt. Denna rapport syftar till att vara ett stöd vid val av utbild
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Holz, Heiko [Verfasser]. "Design, Development, and Evaluation of Research Tools for Evidence-Based Learning : A Digital Game-Based Spelling Training for German Primary School Children / Heiko Holz." Tübingen : Universitätsbibliothek Tübingen, 2020. http://d-nb.info/1223451437/34.

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Hamm, Breanna H. "Today's Learners: Applying Gaming Elements to Enhance Student Engagement in a University Visual Communication Course." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308576036.

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De, Kock Elizabeth Catharina. "Game-based learning and library instruction." Diss., University of Pretoria, 2013. http://hdl.handle.net/2263/37275.

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The purpose of this study was to investigate to what extent a game can be used as an instructional tool for library instruction. In order to determine the effectiveness of the game for library instruction, it was necessary to do literature research that included both subject fields. The research design therefore includes a literature study on information literacy and a literature study on game-based learning. The game was based on the Big6 information literacy model (Eisenberg, 2008). An in-depth literature review on game-based learning was needed to determine which criteria would be ne
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Costa, Liliana Filipa Vale. "Game-based learning for active ageing: co-designing, developing and assessing a game-based tool." Doctoral thesis, Universidade de Aveiro, 2017. http://hdl.handle.net/10773/23250.

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Doutoramento em Informação e Comunicação em Plataformas Digitais<br>Current demands for the Information and Communication Society often exclude certain groups either by their age, lack of participation in the labour workforce, health status or learning difficulties. In fact, active ageing and lifelong learning have been central issues for the Political Declaration and Madrid International Plan of Action on Ageing and the World’s Health Organisation. Although debate continues about the best strategies for increasing the participation of older adult citizens in economic, cultural and social affa
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Nord, Anders. "Example Based Procedural Distribution Tool." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-112106.

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This report will deal with the process of creating an example based procedural distribution tool. This is accomplished within the Frostbite game engine editor, FrostEd. By using actual placements of objects in the editor as in-data, the tool provides the artist with an unmatched visual feel for calibrating its properties and settings. Note that this is a unique technique and was invented during the creation of this tool. The tool is based on a machine learning approach. It creates a feature vector from the example placements for each type of object. These vectors are then used to create statis
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Patel, Jaitra. "Balance It! : Designing a game-based learning tool for strategic sustainable development." Thesis, Uppsala universitet, Industriell teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-422718.

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In recent times, companies have been motivated to transition towards sustainable development. This motivation is driven by several external and internal factors such as awareness about limited resources, environmental degradation, economic profitability, changes in regulations, etc. Transitioning towards sustainability is not an easy task. There can be several challenges such as the multi-dimensional aspect of sustainable development, changes in workflow , investing in/inventing new technology , etc. T o tackle these challenges, a strategic transition is required. In order to help organization
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Mposula, Ntombifikile Fortunate. "Gamification as a tool for developing critical thinking among ICT students at a tertiary institution in South Africa." Thesis, Cape Peninsula University of Technology, 2019. http://hdl.handle.net/20.500.11838/3020.

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Thesis (MTech (Business Information Systems))--Cape Peninsula University of Technology, 2019<br>The recent generation of students, often referred to as ‘Millennials’, are generally familiar with computer games and therefore learn mostly through virtual experiences from game playing. A high failure rate due to the lack of critical thinking (CT) skills among tertiary students still persists, despite the implementation of CT enhancing programmes and frameworks. The aim of this research was to explore the effect of gamification on the critical thinking skills of Information and Communications Tech
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Books on the topic "Game-based tools"

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B, Graen George, and Graen Joni A, eds. Predator's game-changing designs: Research-based tools. Information Age Pub., 2009.

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B, Graen George, and Graen Joni A, eds. Predator's game-changing designs: Research-based tools. Information Age Pub., 2009.

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B, Graen George, and Graen Joni A, eds. Predator's game-changing designs: Research-based tools. Information Age Pub., 2009.

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Graen, George B., and Joan A. Graen. Predator's Game-Changing Designs: Research-Based Tools. Information Age Publishing, Incorporated, 2009.

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Bree, Jeroen Van. Game Based Organization Design: New Tools for Complex Organizational Systems. Palgrave Macmillan, 2013.

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Bree, Jeroen van. Game Based Organization Design: New Tools for Complex Organizational Systems. Palgrave Macmillan Limited, 2013.

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Bree, Jeroen van. Game Based Organization Design: New Tools for Complex Organizational Systems. Palgrave Macmillan Limited, 2013.

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Game based organization design: New tools for complex organizational systems. Palgrave Macmillan, 2014.

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Writerly Play: Transform Your Teaching with Game-Based Strategies and Tools. Writerly Play, 2015.

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Dalton, Bruno. Prayer Journal Eat Sleep Shutout Repeat Graphic Funny Sport Game GifQuote Graphic: Christian Planner, Bible Study Tools,for Women, Daily Prayer Journal, Faith Based Gifts. Independently Published, 2021.

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Book chapters on the topic "Game-based tools"

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Kellinger, Janna. "Repurposing Tech Tools for Game-Based Learning." In Smart Pedagogy of Game-based Learning. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-76986-4_3.

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Veloso, Ana Isabel, and Liliana Vale Costa. "Designing Game-based Tools for Active Ageing." In Game-playing for active ageing and healthy lifestyles. River Publishers, 2022. http://dx.doi.org/10.1201/9781003338246-3.

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Baier, Christel, Norine Coenen, Bernd Finkbeiner, Florian Funke, Simon Jantsch, and Julian Siber. "Causality-Based Game Solving." In Computer Aided Verification. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81685-8_42.

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AbstractWe present a causality-based algorithm for solving two-player reachability games represented by logical constraints. These games are a useful formalism to model a wide array of problems arising, e.g., in program synthesis. Our technique for solving these games is based on the notion of subgoals, which are slices of the game that the reachability player necessarily needs to pass through in order to reach the goal. We use Craig interpolation to identify these necessary sets of moves and recursively slice the game along these subgoals. Our approach allows us to infer winning strategies th
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Mańdziuk, Jacek. "Basic AI Methods and Tools." In Knowledge-Free and Learning-Based Methods in Intelligent Game Playing. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-11678-0_3.

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Weber, Susanne, Mona Off, Tobias Hackenberg, Matthias Schumann, and Frank Achtenhagen. "Serious Games as Assessment Tools: Visualizing Sustainable Creative Competence in the Field of Retail." In Game-based Learning Across the Disciplines. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-75142-5_6.

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Dreimane, Santa. "Implementing Quiz Apps as Game-Based Learning Tools in Higher Education for the Enhancement of Learning Motivation." In Smart Pedagogy of Game-based Learning. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-76986-4_10.

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Angilica, Denise, Giovambattista Ianni, and Francesco Pacenza. "Tight Integration of Rule-Based Tools in Game Development." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-35166-3_1.

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Nikolić, Danilo, Dušanka Dakić, Aleksandra Kolak, Dajana Narandžić, and Anja Janković. "Integration of Game-Based Software Tools into Higher Education." In Proceedings on 18th International Conference on Industrial Systems – IS’20. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-97947-8_8.

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Calimeri, Francesco, Stefano Germano, Giovambattista Ianni, Francesco Pacenza, Simona Perri, and Jessica Zangari. "Integrating Rule-Based AI Tools into Mainstream Game Development." In Rules and Reasoning. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-99906-7_23.

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Xanthopoulos, Spyridon, and Stelios Xinogalos. "An Overview of Location-Based Game Authoring Tools for Education." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75175-7_21.

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Conference papers on the topic "Game-based tools"

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Mioto, Vinícius, and Fabio Petrillo. "A Mapping of Recording-based Game Test Automation Tools." In 2025 IEEE/ACM 9th International Workshop on Games and Software Engineering (GAS). IEEE, 2025. https://doi.org/10.1109/gas66647.2025.00006.

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Jaruska, Ladislav, Zoltán Fehér, and Kinga Horváth. "FORMATIVE ASSESSMENT TOOLS FOR MATHEMATICAL TASKS BASED ON USING THE POLY-UNIVERSE GEOMETRIC SKILL DEVELOPMENT GAME." In 17th annual International Conference of Education, Research and Innovation. IATED, 2024. https://doi.org/10.21125/iceri.2024.1468.

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Liu, Chang, Zichun Gao, Zhenyu Liao, Yue Sun, and Xianglong Feng. "An Exploration of Human Pose Estimation Based Cheating Tools for FPS Video Game and its Defense Solution." In 2024 IEEE 26th International Workshop on Multimedia Signal Processing (MMSP). IEEE, 2024. http://dx.doi.org/10.1109/mmsp61759.2024.10743575.

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Talpur, Noureen, Norshakirah Aziz, Shazia Khatoon, Mohd Hafizul Afifi Abdullah, Shoaib-Ul-Hassan, and Abdullateef Oluwagbemiga Balogun. "The Gamification Effect of Simplifying Complex Mathematics and Statistics Concepts: A Case Study of Online Game-Based Quiz Tools." In 2024 International Conference on TVET Excellence & Development (ICTeD). IEEE, 2024. https://doi.org/10.1109/icted62334.2024.10844627.

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"Tangible Grammar: Prototyping Playful Physical Tools for Foreign Language Learning." In 13th EuropeanConference on Game Based Learning. ACI, 2020. http://dx.doi.org/10.34190/gbl.20.061.

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"Evaluating GameScapes and SimApps as Effective Classroom Teaching Tools." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.151.

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Schuster, Sebastian, and Torben Weis. "Enforcing Game Rules in Untrusted P2P-based MMVEs." In 4th International ICST Conference on Simulation Tools and Techniques. ACM, 2011. http://dx.doi.org/10.4108/icst.simutools.2011.245550.

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Yolken, Benjamin, and Nicholas Bambos. "Game Based Capacity Allocation for Utility Computing Environments." In 3rd International ICST Conference on Performance Evaluation Methodologies and Tools. ICST, 2008. http://dx.doi.org/10.4108/icst.valuetools2008.4415.

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Cobos, Maximo, Miguel Arevalillo-Herráez, Esther De Ves, et al. "Game-based learning supported by audience response tools: game proposals and preliminary assessment." In Fourth International Conference on Higher Education Advances. Universitat Politècnica València, 2018. http://dx.doi.org/10.4995/head18.2018.8044.

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The so-called game-based learning strategies are based on introducing games in the classrooms to improve aspects such as student performance, concentration and effort. Currently, they provide a very useful resource to increase the motivation of university students, generating a better atmosphere among peers and between student and teacher, which in turn is generally translated into better academic results. However, the design of games that successfully achieve the desired teaching-learning objectives is not a trivial task. This work focuses on the design of games that allow the assessment of I
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Ferrara, Emilio, Giacomo Fiumara, and Francesco Pagano. "Living city: a collaborative browser-based Massively Multiplayer Online Game." In 3rd International ICST Conference on Simulation Tools and Techniques. ICST, 2012. http://dx.doi.org/10.4108/icst.simutools2010.8730.

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Reports on the topic "Game-based tools"

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Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний, and Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, 2023. http://dx.doi.org/10.31812/123456789/8486.

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Computer game development is a popular and engaging topic that can motivate students to learn various aspects of software engineering, such as design, programming, testing, and teamwork. However, there is a lack of research on how to effectively teach this topic in the context of secondary education. In this paper, we present our experience of designing and delivering a course on computer game development for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State Pedagogical University. We describe the objectives, content, software tools, and teachi
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Ennis, Linda. Game-Based Learning: An Instructional Tool. Iowa State University, 2018. http://dx.doi.org/10.31274/cc-20240624-776.

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Tokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha, and Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], 2019. http://dx.doi.org/10.31812/123456789/3242.

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Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instru
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Johra, Hicham. GEENIE: A Video Game to Introduce Building Thermodynamics and Control of HVAC Systems. Department of the Built Environment, Aalborg University, 2025. https://doi.org/10.54337/aau.775965698.

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This report presents the GEENIE (Desktop version): Gaming Engine for ENergy and Indoor Environment. The aim of this report is to give an overview of this video game-based E-learning tool and explain how it can be used to introduce building thermodynamics and the control of heating, ventilation and air conditioning (HVAC) systems, together with artificial lighting and solar shading.
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Zeba, Mattia, Roberta Medda-Windischer, Andrea Carlà, and Alexandra Cosima Budabin. Civic Education as Preventive Measure and Inclusionary Practice. Glasgow Caledonian University, 2025. https://doi.org/10.59019/ddzh5n65.

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In the framework of the D.Rad project, WP10 – entitled Civic education as preventive measure and inclusionary practice – seeks to prevent youth radicalisation through civic education and to identify new pedagogical methods and interactive, participatory tools for building pro-social resilience to radical ideologies. We consider as ‘civic education programs’ all those initiatives of instruction that aim at affecting “people’s beliefs, commitments, capabilities, and actions as members or prospective members of communities”1, as well as foster critical thinking and promoting “civic engagement and
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Alexander, Karin, Ludovico Alcorta, Cecília Robertson dos Santos, Cathy Shutt, and Alex Shankland. Succeeding in the Snakes and Ladders Game of Development in Mozambique: The Role of Collaborative Approaches. Institute of Development Studies, 2025. https://doi.org/10.19088/ids.2025.045.

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Abstract:
The existing wisdom on efforts to promote accountability highlights the importance of ‘thinking and working politically’ (TWP) and moving from confrontational to collaborative approaches. This is particularly relevant given current trends, including closing civic space and the decline in international development cooperation funding for service delivery and accountability work. This report explores the innovative use of the board game Snakes and Ladders as a heuristic tool to analyse and encourage collaboration in Mozambique’s health sector. Drawing on the POTENCIAR programme, a UK aid-funded
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