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Journal articles on the topic 'Game play Evaluation'

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1

Gupta, Sagar, Prashant Kaushik, and Suma Dawn. "Game Play Evaluation Metrics." International Journal of Computer Applications 117, no. 3 (2015): 32–35. http://dx.doi.org/10.5120/20538-2902.

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Bunt, Lance, Byron Bunt, Veruschka Pelser-Carstens, and Gordon Matthew. "Play with Purpose: A Heuristic Approach to Evaluating Tabletop Serious Games for Academic Integrity Education." European Conference on Games Based Learning 18, no. 1 (2024): 142–52. http://dx.doi.org/10.34190/ecgbl.18.1.2879.

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This article introduces a heuristic evaluation of CiteSaga, a tabletop serious game designed to enhance skills in referencing and citation, crucial for academic writing in higher education. We detail the application and outcomes of a novel heuristic evaluation framework tailored for tabletop serious games, dubbed "Play with Purpose." This framework is distinguished by its focus on eight essential categories: Learning Experience, Utility, Game Features, Social Dynamics, Adaptability, Learning and Feedback, Play Experience, and Accessibility, marking a significant contribution to the evaluation
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O'Donoghue, P. G. "Using Technology to Evaluate Game Play for Beginners and Proficient Players That Encompasses Game-Play Evaluation." Research Quarterly for Exercise and Sport 87, sup1 (2016): S6—S7. http://dx.doi.org/10.1080/02701367.2016.1200405.

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Argaj, Gustáv. "Porovnanie plus/mínus bodov a hernej efektivity pri hodnotení individuálneho herného výkonu v basketbale." Studia sportiva 5, no. 1 (2011): 85–94. http://dx.doi.org/10.5817/sts2011-1-10.

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The paper deals with the results of research of evaluation of basketball individual game play performance. The subject of the paper has its importance for basketball coaches and players. Th e fi rst main purpose of the process of the evaluation is to give the most unprejudiced and the most exact information about the player’s individual game play performance. Th e second one is to provide with pedagogical feedback information, which help to raise the effi ciency of the training process. Th e aim was to enlarge knowledge about the evaluation of basketball individual game play performance and co
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Rowe, Jonathan P., Eleni V. Lobene, Bradford W. Mott, and James C. Lester. "Play in the Museum." International Journal of Gaming and Computer-Mediated Simulations 9, no. 3 (2017): 96–113. http://dx.doi.org/10.4018/ijgcms.2017070104.

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Digital games have been found to yield effective and engaging learning experiences across a broad range of subjects. Much of this research has been conducted in laboratory and K-12 classrooms. Recent advances in game technologies are expanding the range of educational contexts where game-based learning environments can be deployed, including informal settings such as museums and science centers. In this article, the authors describe the design, development, and formative evaluation of Future Worlds, a prototype game-based exhibit for collaborative explorations of sustainability in science muse
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Débordès, Jean-Baptiste, Gilles Caporossi, and Denis Larocque. "Is my cross-promotion profitable? Evaluation of game-to-game cannibalization in free-to-play mobile games." Journal of Marketing Analytics 9, no. 3 (2021): 173–84. http://dx.doi.org/10.1057/s41270-021-00122-x.

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Ge, Jin, Tu Manghui, Kim Tae-Hoon, Heffron Justin, and White Jonathan. "Evaluation of Game-Based Learning in Cybersecurity Education for High School Students." Journal of Education and Learning (EduLearn) 12, no. 1 (2018): 150–58. https://doi.org/10.11591/edulearn.v12i1.7736.

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Game based learning is a new game play mechanism that the players explore various aspects of game play in a learning context designed by the instructor or the game designer. Nevertheless, general acceptance of game based learning as a new learning paradigm was deferred by a lack of wellcontrolled, large sample efficacy studies. To address the increasing need of cybersecurity workforce, this paper introduces a game based learning method for high school cybersecurity education. Purdue University Northwest launched GenCyber high school summer camps to about 200 high school students in Chicago met
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Kasapakis, Vlasios, and Damianos Gavalas. "Revisiting design guidelines for pervasive games." International Journal of Pervasive Computing and Communications 13, no. 4 (2017): 386–407. http://dx.doi.org/10.1108/ijpcc-d-17-00007.

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Purpose Existing guidelines are typically extracted from a few empirical evaluations of pervasive game prototypes featuring incompatible scenarios, game play design and technical characteristics. Hence, the applicability of those design guidelines across the increasingly diverse landscape of pervasive games is questionable and should be investigated. Design/methodology/approach This paper presents Barbarossa, a scenario-driven pervasive game that encompasses different game modes, purposely adopting opposing principles in addressing the core elements of challenge and control. Using Barbarossa a
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Hérnandez-Orallo, José, Marco Baroni, Jordi Bieger, et al. "A New AI Evaluation Cosmos: Ready to Play the Game?" AI Magazine 38, no. 3 (2017): 66–69. http://dx.doi.org/10.1609/aimag.v38i3.2748.

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We report on a series of new platforms and events dealing with AI evaluation that may change the way in which AI systems are compared and their progress is measured. The introduction of a more diverse and challenging set of tasks in these platforms can feed AI research in the years to come, shaping the notion of success and the directions of the field. However, the playground of tasks and challenges presented there may misdirect the field without some meaningful structure and systematic guidelines for its organization and use. Anticipating this issue, we also report on several initiatives and
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Canaan, Rodrigo, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, and Stefan Menzel. "Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, no. 1 (2020): 31–37. http://dx.doi.org/10.1609/aiide.v16i1.7404.

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Hanabi is a multiplayer cooperative card game, where only your partners know your cards. All players succeed or fail together. This makes the game an excellent testbed for studying collaboration. Recently, it has been shown that deep neural networks can be trained through self-play to play the game very well. However, such agents generally do not play well with others. In this paper, we investigate the consequences of training Rainbow DQN agents with human-inspired rule-based agents. We analyze with which agents Rainbow agents learn to play well, and how well playing skill transfers to agents
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Zhou, Rui, and Hao Zhang. "Self-play training for general impulsive orbital game." Journal of Physics: Conference Series 2977, no. 1 (2025): 012106. https://doi.org/10.1088/1742-6596/2977/1/012106.

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Abstract In this paper, the decision and training architecture based on intelligent methods is provided for a more general impulsive orbital game problem. Then, the impulsive maneuver intervals are incorporated into the game action set and the reinforcement learning method is utilized to make decisions. Based on prioritized fictitious self-play, a method to rapidly generate an opponent population is proposed to train the agent to defeat opponents with various strategies. Finally, the evaluation matrix is decomposed by dimensionality reduction and the transitivity and cyclicity between strategi
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Vasa, Vennela. "Development and Assessment of an Adaptive Difficulty Snake Game in Python." Radius: Journal of Science and Technology 2, no. 1 (2025): 251007. https://doi.org/10.5281/zenodo.15352792.

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Adaptive difficulty systems have been widely explored in game design to maintain player engagement by dynamically adjusting challenge levels based on player performance. Prior work has focused primarily on complex or commercial games, often using machine learning or rule-based systems to tailor game play experiences. However, limited research exists on implementing such systems in simple, classic games like Snake, particularly within lightweight, educational environments using accessible tools such as Python. This paper presents the design and evaluation of a Python-based Snake game featuring
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Kreminski, Max, Ben Samuel, Edward Melcer, and Noah Wardrip-Fruin. "Evaluating AI-Based Games through Retellings." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 15, no. 1 (2019): 45–51. http://dx.doi.org/10.1609/aiide.v15i1.5223.

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We propose a new approach to the human-centered evaluation of AI-based games, grounded in the analysis of player retellings of their play experiences. Retellings offer unique insight into dimensions of player experience that can be hard to get at through existing evaluation methods, such as the typical narrative structures that tend to emerge in the player’s mind when they play a particular game; the variety of subjectively experienced narratives that are possible and probable within a particular game; and the ways in which a game supports, or fails to support, the player’s process of narrativ
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Gackenbach, Jayne Isabel, and Beena Kuruvilla. "Video Game Play Effects on Dreams: Self-Evaluation and Content Analysis." Eludamos: Journal for Computer Game Culture 2, no. 2 (2008): 169–86. http://dx.doi.org/10.7557/23.5980.

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Recent dreams were collected over a year’s period from college undergraduates. In addition to providing self-evaluations of the dreams, participants were also asked to answer a variety of media use questions. These were both in terms of their media use the day before the dream and in terms of their historical media use with the most interactive and absorbing media available today, video games. High-end gamers’ dreams were content-analyzed using the Hall and Van de Castle system. These were compared to dreams from a similar population that were collected by interview but were not necessarily re
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Primandani Arsi, Pungkas Subarkah, and Bagus Adhi Kusuma. "Analisis Sentimen Game Genshin Impact pada Play Store Menggunakan Naïve Bayes Clasifier." Jurnal Ilmiah Teknik Mesin, Elektro dan Komputer 3, no. 1 (2023): 161–70. http://dx.doi.org/10.51903/juritek.v3i1.1962.

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Online games are an entertainment medium that cannot be separated from some groups of people, especially during the co-19 pandemic. The existence of a policy of violence reduces the interaction of people in the world, including in Indonesia, resulting in an increase in online activity, especially playing games. Game is an interesting online gaming platform, where players can still interact socially boldly. Genshin Impact is a mobile game that provides other platforms such as PC, PlayStation and Nintendo Switch. Although some people like this game, others are not satisfied with the game play. S
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Ping Man, Samuel Choi. "On Constructing Static Evaluation Function using Temporal Difference Learning." Computer Engineering and Applications Journal 2, no. 1 (2013): 175–84. http://dx.doi.org/10.18495/comengapp.v2i1.18.

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Programming computers to play board games against human players has long been used as a measure for the development of artificial intelligence. The standard approach for computer game playing is to search for the best move from a given game state by using minimax search with static evaluation function. The static evaluation function is critical to the game playing performance but its design often relies on human expert players. This paper discusses how temporal differences (TD) learning can be used to construct a static evaluation function through self-playing and evaluates the effects for var
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HUANG, TIMOTHY, GRAEME CONNELL, and BRYAN McQUADE. "EXPERIMENTS WITH LEARNING OPENING STRATEGY IN THE GAME OF GO." International Journal on Artificial Intelligence Tools 13, no. 01 (2004): 101–14. http://dx.doi.org/10.1142/s0218213004001430.

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We present an experimental methodology and results for a machine learning approach to learning opening strategy in the game of Go, a game for which the best computer programs play only at the level of an advanced beginning human player. While the evaluation function in most computer Go programs consists of a carefully crafted combination of pattern matchers, expert rules, and selective search, we employ a neural network trained by self-play using temporal difference learning. Our focus is on the sequence of moves made at the beginning of the game. Experimental results indicate that our approac
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Ewen, Tracy, and Jan Seibert. "Learning about water resource sharing through game play." Hydrology and Earth System Sciences 20, no. 10 (2016): 4079–91. http://dx.doi.org/10.5194/hess-20-4079-2016.

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Abstract. Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several edu
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Padilla-Zea, Natalia, José López-Arcos, Jose Luis González Sánchez, Francisco L. Gutiérrez Vela, and Ana Abad-Arranz. "A Method to Evaluate Emotions in Educational Video Games for Children." JUCS - Journal of Universal Computer Science 19, no. (8) (2013): 1066–85. https://doi.org/10.3217/jucs-019-08-1066.

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Although several evaluation analyses have recently been proposed to assess the user or player experience of playing a video game, we found the need for these to be adapted when we wanted to apply them to young children. However, young children are unable to spend a long time grading many attributes or indexes after playing. Thus, selecting the most important aspects to be analyzed is required in order to perform a non-time consuming and significant evaluation method to be used with children. Hence, this work is focused on designing an evaluation method to assess emotions when young children (3
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Findley, Michael R. "The Relationship between Student Learning Styles and Motivation during Educational Video Game Play." International Journal of Online Pedagogy and Course Design 1, no. 3 (2011): 63–73. http://dx.doi.org/10.4018/ijopcd.2011070105.

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Educational video games allow for a level of intrinsic motivation and engagement that is not found in other forms of learning. This study determines if students found educational video game play to be a motivating experience and if a relationship existed between student learning styles and levels of motivation. High school psychology students played two short online educational video games and, upon completion of the activity, their intrinsic motivation levels were determined using an evaluation questionnaire. The data, as determined by the evaluation questionnaire, revealed that students foun
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Nurhaya, Isnaini, and Arita Destianingsih. "The Modification of Plinko Game to Learn Speaking for College Students." Humanitatis : Journal of Language and Literature 8, no. 1 (2021): 183–92. http://dx.doi.org/10.30812/humanitatis.v8i1.1574.

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The purpose of this study was modifying a game as a media in teaching and learning to encourage university students in learning English especially speaking skills. The game was plinko game. In this study, the game was called plinko speaking game. A plinko speaking game was a game which used board, balls and task cards as media to play this game. This study belongs to descriptive method, which was aimed to describe the processes and the rule to play this game. Descriptive research “Is designed to provide a picture of a situation as it naturally happens”. It may be used to justify current practi
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RAMON-DANGLA, Remedios, Maria L. RICO, and Ana I. PONCE. "Evaluation of the use of role play in financial accounting." ESPACIOS 42, no. 07 (2021): 33–48. http://dx.doi.org/10.48082/espacios-a21v42n07p03.

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The role play is presented in Higher Education as an alternative that fosters constructive learning, cooperation among equals and motivation for learning. In this study, we set ourselves the objective of determining the effects of the application of a role play in the subject of Financial Accounting in the Tourism Degree. According to the analysis, we can conclude that the role-playing game brings benefits for the students in relation to satisfaction and academic achievement.
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Ašeriškis, Darius, and Robertas Damaševičius. "Computational Evaluation of Effects of Motivation Reinforcement on Player Retention." JUCS - Journal of Universal Computer Science 23, no. (5) (2017): 432–53. https://doi.org/10.3217/jucs-023-05-0432.

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We study how virtual incentive mechanisms (such as leaderboards) help motivate players to extend the game playing time. We have designed a multiplayer strategy game, called OilTrader, which is set in a game-theoretic framework of a Minority Game, to verify the effect of motivation reinforcement on the sustainability of game playing process. We have conducted an experiment with 114 players and evaluated their psychological types using the HEXAD player type model. Players were divided into a main experimental group (who used the user interface enhanced with motivation-increasing factors) and a c
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Serykh, Larisa V., Lyudmila N. Voloshina, Viktor L. Kondakov, and Albina A. Buchek. "Evaluation of socialization technology effectiveness in motor-play activity of preschoolers." Linguistics and Culture Review 5, S1 (2021): 538–47. http://dx.doi.org/10.21744/lingcure.v5ns1.1438.

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Motor-play activity is the basis for the social experience recreation and development among older preschoolers, a condition for positive socialization. The relevance of the research is conditioned by the need to comprehend the potential of socialization technology in motor-game activity of preschoolers. The use of technology in the educational process at kindergartens contributes to the complex impact on a child, the development of his physical, social, communicative and personal potentials. The purpose of the study is to assess the effectiveness of socialization technology in motor-play activ
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Rabbani, Sylvia, and Mamat Supriatna. "Discovering Math Through Play: Insights From Observing the Traditional Beklen Game." KnE Social Sciences 10, no. 12 (2025): 291–300. https://doi.org/10.18502/kss.v10i12.18915.

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Beklen is a traditional game involving throwing and catching small objects with certain rules, often played in rural communities. This study aims to explore mathematical concepts that can be taught through the beklen game, with a focus on the potential application of the concept of integers. The research method used is descriptive with a data analysis approach that includes literature studies and fieldwork. Data were collected through direct observation for two weeks, interviews with local players, and document studies. The research instruments included observation guides, interview questionna
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Panggabean, Francisco Maruli. "Enhancing Flood Disaster Preparedness Through Virtual Reality: A VR-based Flood Simulator Game." Engineering, MAthematics and Computer Science (EMACS) Journal 5, no. 2 (2023): 69–72. http://dx.doi.org/10.21512/emacsjournal.v5i2.9988.

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This research focuses on the use of virtual reality (VR) technology to increase user preparedness for flood disasters. This study aims to develop a VR-based flood simulation that provides users with immersive flood disaster simulations in line with flood preparedness guidelines. Game application needs are collected through questionnaires and similar application analysis. Evaluation is carried out to assess user needs, user interface (UI), and game effectiveness in increasing flood disaster preparedness. The evaluation was carried out by involving users who live in flood-prone areas, asking the
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Kartika, I. Made, I. Made Sila, Dewa Ayu Made Manu Okta Priantini, I. Wayan Suastra, and Ida Bagus Putu Arnyana. "Role Play Game-Based Learning Multimedia for Elementary School Students." Jurnal Pendidikan dan Pengajaran 56, no. 1 (2023): 1–10. http://dx.doi.org/10.23887/jpp.v56i1.60734.

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Along with the development of science and technology, learning media has now developed by utilizing the flexibility of computers to solve learning problems. The problem behind this research is the lack of learning media for students in science subjects so that learning outcomes are less than optimal. This study aims to develop learning media in the form of multimedia based on role play games. This research is a research and development (research and development). The subjects of the research trial were grade IV students. The data collection instrument used was an evaluation sheet (questionnair
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Brauner, Philipp, and Martina Ziefle. "Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation." JMIR Serious Games 8, no. 2 (2020): e14182. http://dx.doi.org/10.2196/14182.

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Background Many societies are facing demographic changes that challenge the viability of health and welfare systems. Serious games for health care and ambient assisted living (AAL) offer health benefits and support for older adults and may mitigate some of the negative effects of the demographic shift. Objective This study aimed to examine the acceptance of serious games to promote physical health in AAL environments. Since AAL environments are designed specifically to support independent living in older adults, we studied the relationship among age and user diversity, performance in the game,
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Silver, David, Thomas Hubert, Julian Schrittwieser, et al. "A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play." Science 362, no. 6419 (2018): 1140–44. http://dx.doi.org/10.1126/science.aar6404.

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The game of chess is the longest-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. By contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go by reinforcement learning from self-play. In this paper, we generalize this approach into a single AlphaZero algorithm that can achieve superhuman performance in many challenging games. Starting fro
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Mohanarajah, Selvarajah. "Increasing Intrinsic Motivation of Programming Students: Towards Fix and Play Educational Games." Issues in Informing Science and Information Technology 15 (2018): 069–77. http://dx.doi.org/10.28945/4027.

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Aim/Purpose: The objective of this research is to investigate the effectiveness of educational games on learning computer programming. In particular, we are examining whether allowing students to manipulate the underlying code of the educational games will increase their intrinsic motivation. Background: Young students are fond of playing digital games. Moreover, they are also interested in creating game applications. We try to make use of both of these facts. Methodology: A prototype was created to teach the fundamentals of conditional structures. A number of errors were intentionally include
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Zhang, Ying, and Peng Deng. "Research on Educational Evaluation Paths under the Perspective of Game-based Learning." Advances in Education, Humanities and Social Science Research 10, no. 1 (2024): 28. http://dx.doi.org/10.56028/aehssr.10.1.28.2024.

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Game-based learning, as an innovative educational trend, integrates game design elements into the learning environment to enhance learner engagement and motivation. However, traditional educational evaluation systems have not fully adapted to this mode, necessitating the exploration of more suitable evaluation approaches. This study aims to investigate the educational evaluation paths within the context of game-based learning. The current status of educational evaluation in game-based learning is analyzed, revealing inadequacies in student engagement, motivation stimulation, and knowledge and
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Arifin, Yulyani, Budi Handoko, and Venansius Kevin Nurtanio. "Aplikasi Game Quiz Animals Berbasis Windows 8." ComTech: Computer, Mathematics and Engineering Applications 4, no. 2 (2013): 757. http://dx.doi.org/10.21512/comtech.v4i2.2509.

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Game is currently in great demand by various circles, especially children. Children's interest in the game can be used as a tool to increase children’s intellectuality, i.e. English competence. The purpose of this study is to design an animal-themed quiz game in English languange based on Windows 8 operating system, followed by making a game prototype designed. This game is expected to be an exciting educational tool for children in learning English and broadening the knowledge about types of animal. The research is conducted through the stages of game design requirements, game design, evaluat
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Saputri, Daniati Uki Eka, Faruq Aziz, Nurul Khasanah, Taopik Hidayat, and Rendi Septian. "APPLICATION OF FUZZY LOGIC AND GENETIC ALGORITHM APPROACHES IN EVALUATION OF GAME DEVELOPMENT." Jurnal Pilar Nusa Mandiri 20, no. 1 (2024): 81–86. http://dx.doi.org/10.33480/pilar.v20i1.5532.

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The gaming industry is undergoing rapid evolution, presenting developers with intricate challenges in selecting compelling and successful game concepts. To tackle these challenges, decision support systems (DSS) play an increasingly crucial role in facilitating accurate decision-making. Despite their growing importance, the adoption of DSS within the gaming sector remains limited. Therefore, scientific research focused on developing DSS to evaluate optimal game concepts is essential to foster innovation in gaming industries. This study aims to construct a decision support system utilizing fuzz
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Lee, Minseok, and Chanmin Park. "Examining Consumer Motivations for Play-to-Earn Gaming: Application of Analytic Hierarchy Process Analysis." Sustainability 15, no. 18 (2023): 13311. http://dx.doi.org/10.3390/su151813311.

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This study aims to explore the participation preferences of players in Play-to-Earn (PTE) games, a topic of growing relevance as PTE games gain increasing attention. These games offer players the unique opportunity to earn real-world rewards through virtual gameplay activities. By examining the factors that drive players’ decision-making in PTE games, we deepen our understanding of the intersection between virtual economies and real-world financial needs. The insights from this study can provide game developers and policymakers with valuable information to design and implement effective strate
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Kater, M. J. "Er staat wat op het spel in de prediking. Het spel en de prediker als homo ludens in Bohrens Homiletik." Theologia Reformata 65, no. 4 (2022): 338–53. http://dx.doi.org/10.21827/tr.65.4.338-353.

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The German homiletician Rudolf Bohren speaks of “preaching as play, a play which must be qualified because preaching is a serious act. This essay reviews Bohren’s view of the art and nature of the ‘preaching game’ and how this influences the writing of sermons. It then examines elements of this game as discussed by Johan Huizinga in his Homo ludens, in order to uncover the contributions of ‘preaching as play’ to Reformed homiletics. The essay ends with an evaluation of the preacher as ‘homo ludens’, the sermon preparation as play, and preaching itself as play. It concludes by suggesting that p
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Ohno, Sachiko, and Kazuhiko Ukai. "Subjective Evaluation of Motion Sickness Following Game Play with Head Mounted Display." Journal of the Institute of Image Information and Television Engineers 54, no. 6 (2000): 887–91. http://dx.doi.org/10.3169/itej.54.887.

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Sámano, Michelle Alejandra Wong. "The Game of Go as a Support in the Development of Cognitive Skills." Journal of Go Studies 17, no. 2 (2023): 191–202. http://dx.doi.org/10.62578/316760.

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Go is a strategy game of oriental origin that has spread to many countries. With an antiquity of more than 2 ,500 years, its influence has expanded to Mexico, where it is currently practiced by people of all ages, without distinction of gender. Information on the web and studies indicate that practicing Go can influence the strengthening of cognitive skills of the people who play it. Therefore, the interest in this project is focused on studying the influence of the game Go on the development and strengthening of cognitive skills in people who play it in Mexico City and the metropolitan area,
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Gamboa, E., M. Trujillo, and D. Chaves. "Strong Shot, a Student Centred Designed Videogame for Learning English Vocabulary." Tecnología Educativa Revista CONAIC 3, no. 3 (2021): 29–43. http://dx.doi.org/10.32671/terc.v3i3.118.

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Most of current vocabulary games are simplistic and do not meet student’s game preferences. Students are considered digital natives since they have grown up among technology. Thus, they have other preferences that past generations did not have. Consequently, a student centred video game may be a suitable methodology for learning English while meeting those preferences and needs. This paper presents a student centred designed video game as a strategy for learning and rehearsing English vocabulary and shows the process of development based on the active participation of a group of secondary stud
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Levac, Danielle, Joanna Nawrotek, Emilie Deschenes, et al. "Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play." JMIR Serious Games 4, no. 1 (2016): e9. http://dx.doi.org/10.2196/games.5528.

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Long, Sebastian, Alena Denisova, and Pejman Mirza-Babaei. "From Pixels to Play: Opportunities and Challenges of a Diverse and Democratized Games Industry." Interactions 31, no. 2 (2024): 54–58. http://dx.doi.org/10.1145/3647646.

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This forum features game-practitioner perspectives on the interaction design process, techniques, and evaluation involved in creating playful experiences. We focus on how technology advancement, infrastructure, and constraints shape the player experience.
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Schmidt-Daly, Tarah N., Jennifer M. Riley, Charles R. Amburn, Kelly S. Hale, and P. David Yacht. "Video Game Play and Effect on Spatial Knowledge Tasks Using an Augmented Sand Table." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (2016): 1429–33. http://dx.doi.org/10.1177/1541931213601328.

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Augmented-reality (AR) can be used to supplement current analog technology (e.g. traditional Sand Table EXercises; STEX) used in training spatial knowledge and tactical decision making in the U.S. military. By utilizing an Augmented REality Sand table (ARES), an effectiveness evaluation was executed in order to scientifically evaluate performance on spatial knowledge tasks across three mediums (paper map, Google Earth©, and ARES). Post hoc analyses performed on demographic data revealed significant individual difference factors between those who reported playing video games often and those who
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Cummins, R. Glenn, Norman E. Youngblood, and Mike Milford. "Can Visual Complexity Impede Impact Appreciation of Mediated Sports? Team Identification and Viewer Response to a Complex Presentation of College Football." International Journal of Sport Communication 4, no. 4 (2011): 454–72. http://dx.doi.org/10.1123/ijsc.4.4.454.

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Sport telecasts are frequently the showcase and testing ground for innovative broadcast technologies. One particularly novel example is ESPN’s coverage of college athletics via its multiscreen, or mosaic, format. This experiment tested the impact of its visual complexity by comparing the response of fans high and low in team identification to this format versus a traditional presentation of dull and exciting game play. For highly identified spectators, this format was a detriment to their appreciation of game play, whereas the format had little impact for viewers with low levels of team identi
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Stahlke, Samantha. "The Inhuman Element: Lessons on Play and Creativity from the Rise of Generative AI." Interactions 32, no. 2 (2025): 50–53. https://doi.org/10.1145/3715090.

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This forum features game-practitioner perspectives on the interaction design process, techniques, and evaluation involved in creating playful experiences. We focus on how technology advancement, infrastructure, and constraints shape the player experience. --- Pejman Mirza-Babaei, Editor
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Contreras-Espinosa, Ruth S., and Carlos A. Scolari. "How do teens learn to play video games?" Journal of Information Literacy 13, no. 1 (2019): 45. http://dx.doi.org/10.11645/13.1.2358.

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The main objective of this article is to analyse informal learning processes in the field of video games. As many teenagers are engaged in these kinds of practices, the big question is: How do teens learn to play video games? In most cases they do not learn to play video games at school or with their parents, and therefore it is necessary to map and analyse these informal learning strategies (ILS). The aims of this article are to identify the main ILS that teens apply as they acquire and improve their video game literacy, and to develop a series of categories for analysing and classifying thes
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Andriyani, Retno, Nisvu Nanda Saputra, and Abdul Baist. "Role Play Game (RPG) to Improve Student Problem Solving Skills." RANGE: Jurnal Pendidikan Matematika 5, no. 2 (2024): 120–31. http://dx.doi.org/10.32938/jpm.vol5.iss2.6234.

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This research is to develop Role Play Game (RPG) learning media to improve students' problem-solving skills. The type of research used is development research with the ADDIE development model (Analysis, design, Development, Implementation, Evaluation), with the subject of research being grade VIII students of SMP Dharma Siswa Kota Tangerang with a total of 33 subjects. Data collection techniques use validation sheets, student response questionnaires, and problem-solving test instruments. From the results of the study, it is known that RPG learning media is feasible to use based on the results
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Hiroi, Yutaka, and Akinori Ito. "Realization of a Robot System That Plays “Darumasan-Ga-Koronda ” Game with Humans." Robotics 8, no. 3 (2019): 55. http://dx.doi.org/10.3390/robotics8030055.

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In this paper, we describe the development of a robot that plays the “darumasan-ga- koronda” game with human players. It is a big challenge to develop a robot that can play with human players. We first observed the human–human game play and listed the problems for a robot to play the game with human players. We pointed out the following six tasks: detect players, track the detected players, decide if players are freezing (the “out” judgment), move to the nearest player, touch the player, and move back to the original position. Then, we designed a robot that uses a laser range finder (LRF) to m
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DeRosier, Melissa E., Ashley B. Craig, and Rebecca P. Sanchez. "Zoo U: A Stealth Approach to Social Skills Assessment in Schools." Advances in Human-Computer Interaction 2012 (2012): 1–7. http://dx.doi.org/10.1155/2012/654791.

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This paper describes the design and evaluation ofZoo U, a novel computer game to assess children’s social skills development.Zoo Uis an innovative product that combines theory-driven content and customized game mechanics. The game-like play creates the opportunity forstealth assessment, in which dynamic evidence of social skills is collected in real time and players’ choices during gameplay provide the needed data. To ensure the development of an engaging and valid game, we utilized an iterative data-driven validation process in which the game was created, tested, revised based on student perf
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Alma, Christie C. Reyna. "Development and Evaluation of a Math Game Application for Toddlers: Enhancing Early Mathematical Skills through Digital Play." International Journal of Innovative Science and Research Technology 8, no. 5 (2023): 115–20. https://doi.org/10.5281/zenodo.8245808.

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This study presents the development and evaluation of a Math Game Application for Toddlers that utilizes game-based learning to enhance early mathematical skills. Traditional teaching methods may not effectively engage young children, making educational games a valuable alternative. After conducting a comprehensive evaluation of the application, it can be concluded that the app is highly effective in terms of usability, relevance, functionality, maintainability, and critical thinking, with an overall average rating of 4.48, which is very satisfactory. The well-designed user interfaces, customi
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Wu, Yue, and Shu Qin Li. "Research on the Chessboard Representations of Checkers." Applied Mechanics and Materials 519-520 (February 2014): 350–54. http://dx.doi.org/10.4028/www.scientific.net/amm.519-520.350.

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This paper proposed a new method to represent the chessboard of the game of Checkers. This method can do convenient and quick recognition and evaluation of situations of the chessboard formed in the process of game play than other representation methods. The algorithms effectively enhanced the power of the program in substantial experiments.
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Urban, Jillian E., William C. Flood, Barret J. Zimmerman, et al. "Evaluation of head impact exposure measured from youth football game plays." Journal of Neurosurgery: Pediatrics 24, no. 2 (2019): 190–99. http://dx.doi.org/10.3171/2019.2.peds18558.

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OBJECTIVEThere is a growing body of literature informing efforts to improve the safety of football; however, research relating on-field activity to head impacts in youth football is limited. Therefore, the objective of this study was to compare head impact exposure (HIE) measured in game plays among 3 youth football teams.METHODSHead impact and video data were collected from athletes (ages 10–13 years) participating on 3 youth football teams. Video analysis was performed to verify head impacts and assign each to a specific play type. Each play was categorized as a down, punt, kickoff, field go
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