To see the other types of publications on this topic, follow the link: Game-based tools.

Journal articles on the topic 'Game-based tools'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Game-based tools.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
3

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
4

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
5

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
6

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
7

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
8

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
9

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
10

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
11

Aulia Insani. "Pengaruh Model Project Based Learning dan Gaya Belajar terhadap Kemampuan Membuat Alat Permainan Edukatif untuk Anak Usia Dini pada Mahasiswa S-1 PG-PAUD Universitas PGRI Adi Buana Surabaya." AIJER: Algazali International Journal Of Educational Research 5, no. 1 (2022): 37–43. http://dx.doi.org/10.59638/aijer.v5i1.266.

Full text
Abstract:
Abstract: The Influence of Project Based Learning Models and Learning Styles on the Ability to Make Educational Game Tools for Early Childhood in S-1 PG-PAUD Students of PGRI Adi Buana University Surabaya. The study aims to determine the influence of Project Based Learning Models and Learning Styles on the Ability to make Educational Game Tools for Early Childhood in S1 PG-PAUD Students of PGRI Adi Buana University Surabaya. This research uses a quantitative approach involving S1 PG-PAUD students class of 2015 classes A and B. data collected through learning style questionnaires, project asses
APA, Harvard, Vancouver, ISO, and other styles
12

Budiyono, Agus, Linda Tri Antika, Arin Wildani, and Saiful Hadi. "PELATIHAN PEMBUATAN ALAT PERMAINAN EDUKATIF BERBASIS SAINS BAGI GURU PAUD." Jurnal Pengabdian Masyarakat MIPA dan Pendidikan MIPA 3, no. 1 (2019): 34–37. http://dx.doi.org/10.21831/jpmmp.v3i1.21237.

Full text
Abstract:
Alat permainan edukatif (APE) merupakan permainan yang mampu memberikan pengetahuan dan kemampuan anak. APE yang digunakan adalah alat untuk bermain anak. APE sejatinya dibuat oleh guru sebelum memberikan pelajaran. Integrasi sains dalam permainan edukatif sangat menunjang guna membekali siswa PAUD dalam memiliki literasi sains sejak dini. Pengabdian kepada masyarakat (PkM) ini bertujuan untuk menambah pengetahuan tentang APE dan sains Dasar, meningkatkan kreatifitas dan keterampilan guru dalam membuat APE berbasis sains serta mampu menerapkan dalam pembelajaran di kelas. Metode yang digunakan
APA, Harvard, Vancouver, ISO, and other styles
13

Andayani, Zakirman, Alpin Herman Saputra, Suryo Prabowo, and Eri Irianto. "DEVELOPMENT OF TRADITIONAL GAME-BASED MATHEMATICAL TOOLS FOR ELEMENTARY SCHOOL STUDENTS." Indonesian Journal of Social Research (IJSR) 4, no. 3 (2022): 196–207. http://dx.doi.org/10.30997/ijsr.v4i3.242.

Full text
Abstract:
This research and development aim to 1) determine the feasibility of developing mathematics learning media using traditional game-based mathematical tools and 2) determine the attractiveness of students' responses to the development of mathematics learning media using Traditional game-based mathematical tools. This research was carried out using the Research and Development (R and D) method using the modified Borg and Gall development procedure, and data collection techniques using a validation questionnaire sheet. The instrument used was a validation questionnaire sheet to determine the feasi
APA, Harvard, Vancouver, ISO, and other styles
14

Winterhagen, Michael, Munir Salman, Matthias Then, et al. "LTI-Connections Between Learning Management Systems and Gaming Platforms." Journal of Information Technology Research 13, no. 4 (2020): 47–62. http://dx.doi.org/10.4018/jitr.2020100104.

Full text
Abstract:
E-learning standards like learning tools interoperability can support at realizing innovative learning scenarios in distributed architectures. A learning tools interoperability connection between a learning management system and a gaming platform offers possibilities like embedding a game into an online course and sending player-specific data back to the learning management system. This allows for a new and data-driven evaluation of students' individual learning performances, especially for alternative methods like qualifications-based learning. The learning tools interoperability-specified me
APA, Harvard, Vancouver, ISO, and other styles
15

Teranishi, Akiko, Minoru Nakayama, Theodor Wyeld, and Mohamad A. Eid. "Evaluation of online team-based game development using SNS tools." International Journal of Innovation and Learning 29, no. 2 (2021): 181. http://dx.doi.org/10.1504/ijil.2021.112995.

Full text
APA, Harvard, Vancouver, ISO, and other styles
16

Wyeld, Theodor, Mohamad A. Eid, Minoru Nakayama, and Akiko Teranishi. "Evaluation of online team-based game development using SNS tools." International Journal of Innovation and Learning 29, no. 2 (2021): 181. http://dx.doi.org/10.1504/ijil.2021.10034245.

Full text
APA, Harvard, Vancouver, ISO, and other styles
17

Astini, Baik Nilawati, Gunawan Gunawan, and Ni Luh Putu Nina Sriwarthini Sriwarthini. "Analysis of Scientific Educational Game Tools Implementation for Early Childhood Students in West Nusa Tenggara." Jurnal Penelitian Pendidikan IPA 9, no. 1 (2023): 427–32. http://dx.doi.org/10.29303/jppipa.v9i1.2942.

Full text
Abstract:
This qualitative descriptive study aims to determine the implementation of scientific educational game tools for early childhood in West Nusa Tenggara. Samples were taken using a simple random method from 3 districts in West Nusa Tenggara, which are North Lombok, East Lombok, and West Sumbawa. Data were collected using a questionnaire form. The research data were analyzed using a qualitative descriptive method. The results of this research illustrate the implementation of scientific educational game tools for early childhood in the West Nusa Tenggara province. Based on the data obtained, as ma
APA, Harvard, Vancouver, ISO, and other styles
18

Solfema, Wahid Syafruddin, and Harun Pamungkas Alim. "Alat Permainan Edukatif (APE) Berbasis Bahan Lingkungan dalam Mengatasi Permasalahan Pembelajaran Pendidikan Anak Usia Dini." KOLOKIUM: Jurnal Pendidikan Luar Sekolah (PLS) 6, no. 2 (2018): 107–11. https://doi.org/10.5281/zenodo.1471716.

Full text
Abstract:
Education is important for the progress of the nation. Education must be done in a person's life, including for early childhood. The problem is that there are still many early childhood education providers that have not met the expected quality standards. One of the reasons is that there are still limited Educative Game Tools (APE) used by education in the implementation of learning. Many educators claim that it is difficult to get an Educational Game Tool (APE). This problem solving can be done through various trainings, training, training, and the creation of environmental-based Educativ
APA, Harvard, Vancouver, ISO, and other styles
19

Solfema, Solfema, Syafruddin Wahid, and Alim Harun Pamungkas. "Alat Permainan Edukatif (APE) Berbasis Bahan Lingkungan dalam Mengatasi Permasalahan Pembelajaran Pendidikan Anak Usia Dini." KOLOKIUM: Jurnal Pendidikan Luar Sekolah 6, no. 2 (2018): 107–11. http://dx.doi.org/10.24036/kolokium-pls.v6i2.12.

Full text
Abstract:
Education is important for the progress of the nation. Education must be done in a person's life, including for early childhood. The problem is that there are still many early childhood education providers that have not met the expected quality standards. One of the reasons is that there are still limited Educative Game Tools (APE) used by education in the implementation of learning. Many educators claim that it is difficult to get an Educational Game Tool (APE). This problem solving can be done through various trainings, training, training, and the creation of environmental-based Educative Ga
APA, Harvard, Vancouver, ISO, and other styles
20

Pappas, Georgios, Joshua E. Siegel, Eva Kassens-Noor, Jacob Rutkowski, Konstantinos Politopoulos, and Antonis A. Zorpas. "Game-Based Simulation and Study of Pedestrian-Automated Vehicle Interactions." Automation 3, no. 3 (2022): 315–36. http://dx.doi.org/10.3390/automation3030017.

Full text
Abstract:
We identify the need for enhanced pedestrian–vehicle simulation tools and build such a tool to explore the interaction among pedestrian “players” and virtual human- and automated-vehicles for different scenarios taking place in an urban environment. We first present contemporary research tools and then propose the design and development of a new desktop application that facilitates pedestrian-point-of-view research. We then conduct a three-step user experience experiment, in which a small number of participants answer questions before and after using the application to interact with virtual hu
APA, Harvard, Vancouver, ISO, and other styles
21

Zhyhadlo, Olena Y. "APPLICATION OF DIGITAL GAME-BASED TOOLS FOR FORMATIVE ASSESSMENT AT FOREIGN LANGUAGE LESSONS." Information Technologies and Learning Tools 87, no. 1 (2022): 139–50. http://dx.doi.org/10.33407/itlt.v87i1.4703.

Full text
Abstract:
The research explores the potential of online gamified resources used as means of formative assessment during foreign language lessons in higher education institutions. The use of any game-based tools with certain game elements which can be integrated into conventional or online teaching and learning is considered to be characteristic of game-based approach to teaching and learning. The study established the main elements of educational gamified tools. These elements of game mechanics are capable of triggering such senses and emotions as reward, challenge, achievement, competition and positive
APA, Harvard, Vancouver, ISO, and other styles
22

Miettinen, Tuomas, Juho Salmi, Kunal Gupta, et al. "Applying Modelica Tools to System Dynamics Based Learning Games: Project Management Game." Modelling and Simulation in Engineering 2016 (2016): 1–13. http://dx.doi.org/10.1155/2016/8324914.

Full text
Abstract:
Learning simulation games are interactive simulations with game characteristics. This paper presents a learning simulation game for EPCM (engineering, procurement, and construction management) project management training. The simulation model utilises system dynamics, which is a methodology for understanding the behaviour of dynamic complex systems of different domains using modelling and simulation. The system dynamics model in turn uses the equation-based Modelica modelling language: a system dynamics model created with the graphical user interface is converted to a pure Modelica model. Two
APA, Harvard, Vancouver, ISO, and other styles
23

Tinterri, Andrea, Federica Pelizzari, Giordano Vignoli, Francesco Palladino, and Marilena Di Padova. "Towards AI-assisted Board Game-based Learning: Assessing LLMs in Game Personalisation." European Conference on Games Based Learning 18, no. 1 (2024): 1107–15. http://dx.doi.org/10.34190/ecgbl.18.1.3055.

Full text
Abstract:
Board games are used in different educational settings to promote acquisition of disciplinary content, soft skills, foster engagement towards learning content, and sustain motivation. However, designing and conducting effective educational activities with board games requires instructional design skills, knowledge of games, as well as the ability to align the player's internal goals with the learning objectives. Board game-based learning (bGBL) design includes choosing appropriate games and personalising them to better fit with the educational setting and the students' individual needs. This c
APA, Harvard, Vancouver, ISO, and other styles
24

Moon, Jewoong, and Fengfeng Ke. "In-Game Actions to Promote Game-Based Math Learning Engagement." Journal of Educational Computing Research 58, no. 4 (2019): 863–85. http://dx.doi.org/10.1177/0735633119878611.

Full text
Abstract:
Game-based learning (GBL) has increasingly been used to promote students’ learning engagement. Although prior GBL studies have highlighted the significance of learning engagement as a mediator of students’ meaningful learning, the existing accounts failed to capture specific evidence of how exactly students’ in-game actions in GBL enhance learning engagement. Hence, this mixed-method study was designed to examine whether middle school students’ in-game actions are likely to promote certain types of learning engagement (i.e., content and cognitive engagement). This study used and examined the g
APA, Harvard, Vancouver, ISO, and other styles
25

bin Abd Rahman, Mohd Shukor, Alias Bin Deraman, and Haikal Haziem Bin Zul. "Enhancing Hajj Education through Interactive Multimedia Game-Based Learning." Information Management and Business Review 16, no. 4(S)I (2024): 35–42. https://doi.org/10.22610/imbr.v16i4(s)i.4274.

Full text
Abstract:
The Hajj pilgrimage, a fundamental aspect of Islamic education, often lacks engaging educational tools to convey its experiential and cultural significance. However, traditional methods fail to bridge the gap between theoretical knowledge and practical understanding. Therefore, this study presents the development and evaluation of the “Islamic Insight: Hajj Board Game,” an interactive 2D Game-Based Learning (GBL) tool designed to educate students about the Hajj pilgrimage. The game was developed using Agile methodology, incorporating Unity, Canva, and Microsoft Visual Studio tools. The primary
APA, Harvard, Vancouver, ISO, and other styles
26

Hidayat, Yusuf, Ida Nurhayati, Siti Salamah, Mia Rosmiati, Ade Siti Fatimah, and Lestari Lestari. "Effect of the Educational Game Tools on Early Childhoods in the Kindergarten." Journal Corner of Education, Linguistics, and Literature 3, no. 2 (2023): 100–107. http://dx.doi.org/10.54012/jcell.v3i2.200.

Full text
Abstract:
Empirically, the educational game tools have significant benefits in stimulating interest in early childhoods’ learning. It is because psychologically early childhoods tend to be in the age of playing. The present study aims to determine the effects of using the educational game tools on early childhoods’ learning in kindergarten level. In the present study, the researchers set forth a research question: What are the effect of using the educational game tools on early childhood and teacher at Kober Sartika Asih located in Mekarmulya, Pamarican, Ciamis? To gain the answer, the researchers emplo
APA, Harvard, Vancouver, ISO, and other styles
27

Contreras-Espinosa, Ruth S., and Jose Luis Eguia-Gomez. "Game Jams as Valuable Tools for the Development of 21st-Century Skills." Sustainability 14, no. 4 (2022): 2246. http://dx.doi.org/10.3390/su14042246.

Full text
Abstract:
The concept of 21st-century skills refers to the knowledge, skills, and emotions that are critical to successfully navigating today’s world. Game jams can act as spaces to develop these skills and thus boost cooperative learning, problem-based learning, or co-creation. Additionally, game jams offer opportunities to improve collaboration and creativity skills, among others. This paper summarizes three years of activities designing and studying game jams to develop 21st-century skills, focused on Mexican students aged 12–16 years old. Data were compiled through direct observation, open-ended que
APA, Harvard, Vancouver, ISO, and other styles
28

Grier, Donovon, Suzanne F. Lindt, and Stacia C. Miller. "Formative Assessment with Game-based Technology." International Journal of Technology in Education and Science 5, no. 2 (2021): 193–202. http://dx.doi.org/10.46328/ijtes.97.

Full text
Abstract:
The purpose of the current research was to determine the types of educational technology preferred by students and instructors, and to compare formative and summative scores within student classes. During a unit of study within a semester-long class, 44 volunteer student participants were administered four technology-based assessments designed to help them prepare for the summative exam. Following the summative assessment, students were asked to complete a feedback form to explain what type of technology assessment they felt was most helpful in providing them with feedback on their knowledge a
APA, Harvard, Vancouver, ISO, and other styles
29

Kusmiyati, Kusmiyati, and Ni Nyoman Sarmi. "Environmentally Friendly Based Educative Game Development Training For Teachers Early Childhood Education Programs." Jurnal Karya Abdi 1, no. 02 (2020): 79–94. http://dx.doi.org/10.32520/karyaabdi.v1i02.1159.

Full text
Abstract:
Educational play equipment is something that can be used as a means or equipment for playing that contains educational value and can develop all children's abilities. Knowledge and understanding of educational teaching aids is very important for a teacher, but the understanding and skills of making educational game tools are still lacking, this is influenced by teacher education who is not a teacher education graduate even there are high school graduates, this results in low motivation of the teachers to make educational game tools, for that it is necessary to hold training on the development
APA, Harvard, Vancouver, ISO, and other styles
30

Adam, George, Christos Bouras, Vaggelis Kapoulas, and Andreas Papazois. "Building Community and Collaboration Applications for MMOGs." International Journal of Computer Games Technology 2012 (2012): 1–13. http://dx.doi.org/10.1155/2012/969785.

Full text
Abstract:
Supporting collaborative activities among the online players are one of the major challenges in the area of Massively Multiplayer Online Games (MMOG), since they increase the richness of gaming experience and create more engaged communities. To this direction, our study has focused on the provision of services supporting and enhancing the players' in-game community and collaboration activities. We have designed and implemented innovative tools exploiting a game adaptation technology, namely, the In-game Graphical Insertion Technology (IGIT), which permits the addition of web-based applications
APA, Harvard, Vancouver, ISO, and other styles
31

Fens, Tanja, Claudia M. Dantuma-Wering, and Katja Taxis. "The Pharmacy Game-GIMMICS® a Simulation Game for Competency-Based Education." Pharmacy 8, no. 4 (2020): 198. http://dx.doi.org/10.3390/pharmacy8040198.

Full text
Abstract:
The profile of the profession of pharmacists has profoundly changed over the last decades. Pharmacy education has moved towards competency-based education. The pharmacy game, called GIMMICS®, developed at the University of Groningen, is unique in combining simulation with serious gaming to teach a wide range of competencies. In this article, we describe the learning goals, the assessment methods, the teaching tools, and the students’ view of the pharmacy game. The learning goals are to train the competencies of collaboration, leadership, communication, and pharmaceutical expertise. The core of
APA, Harvard, Vancouver, ISO, and other styles
32

Yepes Zuluaga, Sara Maria, and Margarita Pineda Arias. "Games and Arts as Tools for Developing Generic Skills in Engineering Students." International Journal of Engineering Pedagogy (iJEP) 14, no. 3 (2024): 36–52. http://dx.doi.org/10.3991/ijep.v14i3.46229.

Full text
Abstract:
In today’s educational landscape, the integration of innovative pedagogical approaches is essential for improving student learning. In this respect, game-based learning appears to be a strategy that not only actively engages students—who often struggle to understand scientific concepts, leading to negative emotions and discouragement—but also helps them acquire transferable skills. Particularly in the field of telecommunications engineering, where the practical application of knowledge is essential, the use of educational games offers a unique opportunity to explore and reinforce specific and
APA, Harvard, Vancouver, ISO, and other styles
33

Krockow, Eva M., Masanori Takezawa, Briony D. Pulford, et al. "Commitment-enhancing tools in Centipede games: Evidencing European–Japanese differences in trust and cooperation." Judgment and Decision Making 13, no. 1 (2018): 61–72. http://dx.doi.org/10.1017/s1930297500008822.

Full text
Abstract:
AbstractTheories of trust distinguish general trust in situations of social uncertainty from assurance-based trust in committed, long-term relationships. This study investigates European-Japanese differences using the Centipede game, in which two players choose between cooperation and defection. The game models repeated reciprocal interactions, necessitating assurance-based trust to sustain cooperation. We included game conditions offering players the option of purchasing commitment-enhancing tools to increase social certainty. Japanese participants were more cooperative than Europeans, confir
APA, Harvard, Vancouver, ISO, and other styles
34

Nur Kurnia, Indah Rani, Dwi Anggraini, and Hasnawati Hasnawati. "ANALISIS KEBUTUHAN PENGEMBANGAN PERANGKAT PEMBELAJARAN TEMATIK BERBASIS PERMAINAN IMEO KAMBING UNTUK MENGEMBANGKAN PENGETAHUAN MITIGASI BENCANA GEMPA BUMI SISWA SD NEGERI KABUPATEN KEPAHIANG." JURIDIKDAS: Jurnal Riset Pendidikan Dasar 5, no. 2 (2022): 176–85. http://dx.doi.org/10.33369/juridikdas.v5i2.15060.

Full text
Abstract:
This study aims to describe the development procedure of thematic learning tools based on the imeo kambing’s game for earthquake mitigation awareness for students of Elementary Schools of Kepahiang Regency. This is a Research and Development (R&D) type of research using the ADDIE model including Analysis, Design, Development, Implementation, and Evaluation. The needs analysis in this study was carried out based on analysis of field condition, student analysis, and learning analysis. The results obtained in this study were thematic learning tools based on the Imeo Kambing’s Game to develop
APA, Harvard, Vancouver, ISO, and other styles
35

Weerasiri, Nongluk, and Pinanta Chatwattana. "The Community-Based Learning Model via Game Simulation to Promote Community Public Health Diagnosis Skills." Journal of Education and Learning 14, no. 3 (2025): 230. https://doi.org/10.5539/jel.v14n3p230.

Full text
Abstract:
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system, community calendar, local history, and life story) combined with the simulation game-based learning. The learning of this style encourages learners to learn and conduct activities in virtual environment of metaverse. In addition, it is believed that this will
APA, Harvard, Vancouver, ISO, and other styles
36

Medina-Merodio, Jose-Amelio, María Estriégana Valdehita Rosa, Plata Roberto Barchino, Rafael Robina-Ramirez, TORTOSA SALVADOR OTON, and António Teixeira. "Acquisition and Development of Basic Competences in Collaborative Environments Through Quiz-Based Game Applications." Electronics 13, no. 22 (2024): 1–23. https://doi.org/10.3390/electronics13224500.

Full text
Abstract:
This experimental study aims to examine students’ acceptance and attitude towards the use of Quiz-Based Game Applications, as well as to analyze how Quiz-Based Game Applications affect the acquisition and development of basic competences. To achieve this purpose, a mixed-methods approach was employed, combining a quantitative methodology through the analysis of responses from online questionnaires completed by 166 computer science students using Structural EquationModeling (SEM) with a qualitative methodology based on focus groups and observation. The theoretical fram
APA, Harvard, Vancouver, ISO, and other styles
37

Suárez-Barón, Marco-Javier, Holman-Jair Rincón-Díaz, Carlos-Daniel González-Rodríguez, and Juan-Sebastián González-Sanabria. "Linja: A Mobile Application Based on Minimax Strategy and Game Theory." Revista Facultad de Ingeniería 31, no. 59 (2022): e14136. http://dx.doi.org/10.19053/01211129.v31.n59.2022.14136.

Full text
Abstract:
This article presents an application of Minimax strategy and game theory to implement the Linja mobile game. This game theory strategy applies collaborative learning to determine the winner of a game between two opponents, thus determining the optimal move in complex environments. In the development of the collaborative game, different game learning scenarios are proposed where competition between a player and the machine, and competitions against other players, intervene. In the learning process, moves are proposed that allow the maximum gain and the minimum loss among the competitors. In thi
APA, Harvard, Vancouver, ISO, and other styles
38

Jumani, Awais K., Mashooque A. Memon, and Muneer A. Kartio. "A Technique to Measure Students’ Mental Approach using Web and Game Based E-Learning Application." Annals of Emerging Technologies in Computing 2, no. 3 (2018): 19–26. http://dx.doi.org/10.33166/aetic.2018.03.003.

Full text
Abstract:
With the advent of E-Learning (Electronic Learning) and M-Learning (Mobile Learning), many educational software or tools have been developed, a major part of which are game-based applications. Even though, most of which are freely available on the web, there are only few intuitions make practical and effective use of these learning applications. Because these applications utilises various elements of multimedia such as audio, video, image and animation, they help visualise the learning materials and hence have higher span of at attention. To investigate the effect of web and game based E-Learn
APA, Harvard, Vancouver, ISO, and other styles
39

Sigurðardóttir, Helga Dís Ísfold. "Domesticating Digital Game-based Learning." Nordic Journal of Science and Technology Studies 4, no. 1 (2016): 5. http://dx.doi.org/10.5324/njsts.v4i1.2168.

Full text
Abstract:
<p>This paper analyses the use of digital game-based learning in schools in Norway. It investigates the types of games used in Norwegian schools and how pupils experience this practice. As a result of the increased focus on digital skills in Norwegian education digital game-based learning is widely employed throughout Norway. This paper analyses this usage by way of focus group interviews with a total of sixty-four pupils in four different schools. It draws upon <em>domestication theory</em>, <em>actor-network theory</em>, and the concept of <em>script</e
APA, Harvard, Vancouver, ISO, and other styles
40

Karabiyik, Umit, and Tugba Karabiyik. "A Game Theoretic Approach for Digital Forensic Tool Selection †." Mathematics 8, no. 5 (2020): 774. http://dx.doi.org/10.3390/math8050774.

Full text
Abstract:
Digital forensic investigations are getting harder and more time consuming everyday because of various problems including rapid advances in technology, wide variety of available devices in investigations, and large amount of data to be analyzed. In order to tackle with these issues, digital forensic tools are developed by open-source communities and software companies. These software products are released as a complete toolkit or standalone tools targeting specific tasks. In either case, digital forensic investigators use these tools based on their familiarity because of previous training expe
APA, Harvard, Vancouver, ISO, and other styles
41

Humble, Niklas. "Play my thesis." International Conference on AI Research 4, no. 1 (2024): 165–74. https://doi.org/10.34190/icair.4.1.3130.

Full text
Abstract:
The field of Artificial Intelligence (AI) has gained increased attention since the release of ChatGPT in late 2022. Following the popularity and wide application, several generative AI (GAI or GenAI) tools have been released, with capabilities of generating novel content such as text, images, audio, and video. Previous research has noted both opportunities and limitations with GAI for various fields. One field with high potential impact is the game industry and the subfield of serious games, where the purpose of the game extends that of pure entertainment. GAI could play an important role for
APA, Harvard, Vancouver, ISO, and other styles
42

Oestreich, Julie H., and Jason W. Guy. "Game-Based Learning in Pharmacy Education." Pharmacy 10, no. 1 (2022): 11. http://dx.doi.org/10.3390/pharmacy10010011.

Full text
Abstract:
Game-based learning (GBL) involves adding game elements to non-game activities to encourage engagement. Pharmacy curricula are required to incorporate active learning to meet accreditation standards. The literature supports that well-designed GBL holds the attention of students and improves knowledge in some instances. Furthermore, these adaptable experiences can be leveraged for a variety of content areas in pharmacy education. Some activities utilized by educators require large amounts of technological expertise, while others involve minimal use of technology. The incorporation of technology
APA, Harvard, Vancouver, ISO, and other styles
43

Pranata, Ogi Danika. "Physics education technology (PhET) as a game-based learning tool: A quasi-experimental study." Pedagogical Research 9, no. 4 (2024): em0221. http://dx.doi.org/10.29333/pr/15154.

Full text
Abstract:
Game-based learning has emerged as a promising approach to enhance students’ engagement and understanding in educational settings. This study investigates the effectiveness of integrating physics education technology (PhET) simulations as game-based learning tools in teaching physics concepts related tao equilibrium system. A quasi-experimental design was employed, comparing the performance of students exposed to PhET simulations (experimental group) with those taught through traditional methods (control group). Results indicate significant improvements in both understanding and motivation amo
APA, Harvard, Vancouver, ISO, and other styles
44

Rahmah Dewi, Mamah. "Educative Game Tools Based On Environmental Materials In Over-coming Learning Problems Early Childhood Education Programs." Eduvest - Journal of Universal Studies 3, no. 1 (2023): 302–8. http://dx.doi.org/10.59188/eduvest.v3i1.740.

Full text
Abstract:
The implementation of Early Childhood Education needs serious attention because many early childhood education organizations still do not meet quality standards, the reason is that there are still limited Educational Game Tools used by education in the implementation of learning. So this study aims to find out the Environmental Material-Based Educational Game Tool in overcoming the learning problems of early childhood education. This study uses a type of qualitative research with a documentation method. The data analysis technique used in this study is Miles and with four stages, namely 1) dat
APA, Harvard, Vancouver, ISO, and other styles
45

Strååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" International Journal of Gaming and Computer-Mediated Simulations 6, no. 4 (2014): 45–58. http://dx.doi.org/10.4018/ijgcms.2014100104.

Full text
Abstract:
Usability evaluation tools in the form of heuristic lists can be very helpful in software development. In the field of video game design, researchers are continuously developing new heuristic tools aimed specifically at video game productions. However, through previous studies, the authors have found that even though these tools are frequent and common, design issues regularly appear in video games. This study examines whether video game heuristics are able to capture and evaluate softer values of video game interaction, based on the challenges, flow and immersion of gameplay. By conducting a
APA, Harvard, Vancouver, ISO, and other styles
46

Advait, Maindalkar, Gharat Sarvesh, and Vinod Rathod Prof. "Learning Game Development Life Cycle through Project Based Approach." International Journal of Trend in Scientific Research and Development 2, no. 3 (2018): 1302–5. https://doi.org/10.31142/ijtsrd11314.

Full text
Abstract:
In the field of software engineering, game development has been, and continues to remain a significant and promising sector. The growth of this field is hard to predict, but there is no denying that it has potential. A tremendous research has been going in the gaming industry mainly in the areas like game development, game designing, game AI engines, educational games. The emergence of game engine tools like Game Maker, Unity 3D made life easier to design and develop more sophisticated games with the reduced amount of time. Smartphones are one of the most widely owned and used consumer electro
APA, Harvard, Vancouver, ISO, and other styles
47

da Silva, Marcelo Arêas R., and Geraldo Bonorino Xexéo. "Pegasus: A Simulation Tool to Support Design of Progression Games." International Journal of Computer Games Technology 2018 (December 2, 2018): 1–10. http://dx.doi.org/10.1155/2018/9341032.

Full text
Abstract:
The process of designing a game involves many phases. We can summarize the work of the game designer as satisfactorily converting the idea in their mind to a digital game, which is not a simple task. Therefore, game designers should have a variety of tools to assist them. However, there are not that many specialized tools to support the game design process. Herein, we describe the experience of using Pegasus to design a part of a game. We propose an environment to simulate progression games based on game design patterns. Thus, we described the interaction of the game designer with Pegasus in s
APA, Harvard, Vancouver, ISO, and other styles
48

Makalintal, Jennifer D., and Dr Nerrie E. Malaluan. "GAME-BASED LEARNING ACTIVITIES IN TEACHING GRADE 7 SCIENCE." International Journal of Research -GRANTHAALAYAH 7, no. 5 (2019): 256–77. http://dx.doi.org/10.29121/granthaalayah.v7.i5.2019.845.

Full text
Abstract:
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 analyze
APA, Harvard, Vancouver, ISO, and other styles
49

Zhou, Shenghan. "The Analysis of Generative Algorithms Applied In Games." Applied and Computational Engineering 157, no. 1 (2025): 154–59. https://doi.org/10.54254/2755-2721/2025.po24692.

Full text
Abstract:
In these years, the rapid development of generative algorithms extended the fields they applied. For game developers, these generative algorithms could help with generating factors and build up the game. At the same time, games have large amount of data itself, which could be used to train the generative AI modules instead. This paper focus on the detailed application samples of two different sort of neural network algorithms, in addition to their direct use and some generative AI tools based on them. The paper also researched the difference between them. Research shows that using the generati
APA, Harvard, Vancouver, ISO, and other styles
50

Normoyle, Aline, John Drake, Maxim Likhachev, and Alla Safonova. "Game-Based Data Capture for Player Metrics." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 1 (2021): 44–50. http://dx.doi.org/10.1609/aiide.v8i1.12508.

Full text
Abstract:
Player metrics are an invaluable resource for game designers and QA analysts who wish to understand players, monitor and improve game play, and test design hypotheses. Usually such metrics are collected in a straightforward manner by passively recording players; however, such an approach has several potential drawbacks. First, passive recording might fail to record metrics which correspond to an infrequent player behavior. Secondly, passive recording can be a costly, laborious, and memory intensive process, even with the aid of tools. In this paper, we explore the potential for an active appro
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!