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1

Cortright, R. N., C. J. Tanner, and W. A. Sugar. "A WEB-BASED INTERACTIVE GAME IN SKELETAL MUSCLE BIOENERGETICS." Medicine & Science in Sports & Exercise 34, no. 5 (May 2002): S256. http://dx.doi.org/10.1097/00005768-200205001-01432.

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Chen, Jung Tsung, Shao Shin Hung, and Der Chian Tsaih. "An Efficient Game Level Generation in Web-Based Serious Game." Applied Mechanics and Materials 284-287 (January 2013): 3315–19. http://dx.doi.org/10.4028/www.scientific.net/amm.284-287.3315.

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Despite the growing interest in interactive storytelling techniques, their actual applications to traditional gameplay design remain to be investigated. However, many game designers have expressed concerns about the incorporation of such generative techniques in traditional game titles, mainly because of the lack of control they will have over dynamically generated content. This paper proposes an authoring tool allowing game designers to formalize, visualize, modify, and validate game level solutions in the form of automatically generated storyboards. This system uses planning techniques to produce a level solution consistent with gameplay constraints. The main planning agent corresponds to the player character, and the system uses the game actions as planning operators and level objectives as goals to plan the level solutions. Especially, in Serious Game, on the one hand, we offer an easier access and a multi-perspective view of cultural heritage artifacts, and, on the other, may also enrich and improve cultural heritage education.
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Lotfi, Elaachak, Belahbib Amine, and Bouhorma Mohammed. "Teaching Arabic Sign Language through an Interactive Web based Serious Game." International Journal of Computer Applications 116, no. 3 (April 22, 2015): 12–18. http://dx.doi.org/10.5120/20315-2372.

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Rikawarastuti, Rikawarastuti, N. Ngatemi, and Muhammad Yusro. "Development of web-based dental health ladder snake game for public elementary school students in Indonesia." World Journal on Educational Technology: Current Issues 10, no. 1 (April 27, 2018): 20–28. http://dx.doi.org/10.18844/wjet.v10i1.3327.

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AbstractEducation of oral and dental hygiene for elementary students is often constrained by the nature of children who are easily saturated, so that media and games need to be an interactive, interesting and fun simulation that entices their interest and curiosity in learning. The purpose of this research is to develop a web-based dental health ladder snake game for oral health education of the elementary school students in Indonesia. The analysis, design, development, implementation and evaluation model approach is applied and tested by material and media experts. In this study, the fifth grade elementary students were participated as a trial group, and they were asked to use the designed ladder snake game. Questionnaire about the feasibility of learning media ladder snake game using a Likert scale was developed. The feasibility test results showed that the material experts were 80% (very good), media experts were 75% (Good) and 83% (excellent) for elementary students.Keywords: Ladder snake game, dental health, multimedia designing.
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Laureti, Paolo, Peter Ruch, Joseph Wakeling, and Yi-Cheng Zhang. "The Interactive Minority Game: a Web-based investigation of human market interactions." Physica A: Statistical Mechanics and its Applications 331, no. 3-4 (January 2004): 651–59. http://dx.doi.org/10.1016/j.physa.2003.07.002.

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Purinanda, Faza Hannan. "Developing an Interactive HTML5-Based Game for Tenses Learning for Senior High School Students." Lingua Pedagogia, Journal of English Teaching Studies 2, no. 1 (August 9, 2020): 61–67. http://dx.doi.org/10.21831/lingped.v2i1.32881.

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This research study aims at developing an interactive HTML5-based game to facilitate senior high school students in learning tenses. This research is a research and development study. The development of the game is carried out through several steps, which are needs analysis, outline of materials design, product development, expert judgement, product revision, and final product development. The result of this study is a web-based game titled The Time Traveller. Based on the results of expert judgement, the game is appropriate for senior high school students based on the mean scores of 3.52, which is in the range of 3.25 ≤ x ≤ 4 and falls into the category of “Very Good.”
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Roubidoux, Marilyn A., Chris M. Chapman, and Mary E. Piontek. "Development and Evaluation of an Interactive Web-Based Breast Imaging Game for Medical Students." Academic Radiology 9, no. 10 (October 2002): 1169–78. http://dx.doi.org/10.1016/s1076-6332(03)80518-4.

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Ahamer, Gilbert. "Designing and Analyzing Social Dynamics for Collaborative." International Journal of Technology and Educational Marketing 5, no. 2 (July 2015): 46–67. http://dx.doi.org/10.4018/ijtem.2015070104.

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The negotiation-oriented and partly web-based game “Surfing Global Change” (SGC) produces characteristic collaborative behavior in student groups. Its social dynamics were statistically analyzed with sets of university students in Austria. The architecture of SGC was already explained in other articles and gives a framework for “game based learning” along five interactive game levels: 1) learn content and pass quizzes; 2) write and reflect a personal standpoint; 3) win with a team in a competitive discussion; 4) negotiate a complex consensus between teams; 5) integrate views when recognizing and analyzing long-term global trends. This paper provides correlation analyses of parameters that describe student activities in a web-based space of interaction that intends to introduce collaborative behavior. The conclusion of the statistical analyses suggests that the set of SGC game rules acts as a boundary condition for expected processes of social self-organization. Interest in a good grade (= function of collected rewards) in this sense steers team size, work attitude and individual affinity for sticking to personal convictions. Rules trigger two distinct processes: social dynamics in the class and the striving for grades for the course; these targets do not necessarily match.
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Gokbulut, Bayram. "The effect of Mentimeter and Kahoot applications on university students’ e-learning." World Journal on Educational Technology: Current Issues 12, no. 2 (April 30, 2020): 107–16. http://dx.doi.org/10.18844/wjet.v12i2.4814.

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In the digital age, where technology is developing rapidly, there is a need for technology and game-based e-learning environments that students appreciate instead of traditional instruction. Interactive Web 2.0 tools can be utilised to develop e-learning environments. In this study, Kahoot and Mentimeter applications, interactive and game-based Web 2.0 tools, were used. The effect of Kahoot and Mentimeter applications on e-learning was investigated. This study was carried out at a state university in the Western Black Sea Region. It was carried out with prospective teachers studying in the Department of Primary School Education. This experimental study was conducted with 29 prospective teachers in the experimental group and 27 in the control group. Attitude Scale Against e-Learning was applied to prospective teachers before and after the application. Traditional methods were applied to the control group. Kahoot’s evaluation feature and the word cloud feature of the Mentimeter program were used in the experimental group. Keywords: e-Learning, Mentimeter, Kahoot, teaching, teaching technology.
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Ahamer, Gilbert. "The Web-Supported Negotiation Game “Surfing Global Change”." International Journal of Online Pedagogy and Course Design 2, no. 2 (April 2012): 60–85. http://dx.doi.org/10.4018/ijopcd.2012040105.

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The negotiation oriented and partly web-based game “Surfing Global Change” (SGC, © Gilbert Ahamer) was originally invented and implemented by the author and copyright holder for use in advanced interdisciplinary university courses in the spirit of ‘blended learning.’ Didactics of SGC is grounded in “active, self-organized learning”, training of “competence to act” and responsibility for both practicable and sustainable solutions for the future society, hence constructionist “creation of meaning”. This paper presents the rules of the game as a case study of rule-based online learning tool, used over two dozen times at Austrian universities. The outlay of SGC aims at weighing out competition vs. consensus, self-study vs. team work, sharpening one’s own standpoint vs. readiness to compromise, differentiation into details vs. integration into a whole, and hence, seeks to mirror professional realities. In this spirit, the architecture of SGC provides a framework for “game-based learning” along five interactive game levels. SGC’s rules trigger two distinct processes: social dynamics among peer students in the class and their individual striving for good grades. These two targets provide useful tension during game play.
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Uematsu, Yuko, and Hideo Saito. "Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality." Advances in Human-Computer Interaction 2008 (2008): 1–14. http://dx.doi.org/10.1155/2008/145363.

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This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera. Second application is a bowling system which allows users to roll a real ball down a real bowling lane model on the tabletop and knock down virtual pins. The users watch the virtual pins through the monitor. The lane and the ball are also tracked by vision-based tracking. In those applications, we utilize multiple 2D markers distributed at arbitrary positions and directions. Even though the geometrical relationship among the markers is unknown, we can track the camera in very wide area.
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Genovesi, Matteo. "Choices and Consequences: The Role of Players in The Walking Dead: A Telltale Game Series." Open Cultural Studies 1, no. 1 (December 20, 2017): 350–58. http://dx.doi.org/10.1515/culture-2017-0032.

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Abstract One of the most important features in a transmedia structure, as Max Giovagnoli argues in his book Transmedia: Storytelling e Comunicazione [Transmedia: Storytelling and Communication], is the development of the user’s decision-making power, defined by the author as “choice excitement.” In this, every choice of the user should have a consequence in the fictional universe of a specific franchise. Consequently, a narrative universe that wants to emphasize choice excitement and the active role of people can focus on video games, where the interactive approach is prominent. This essay will discuss a specific video game, based on the famous franchise of The Walking Dead. This brand, which appears in comic books, novels, TV series, Web episodes and video games, is analysable not only as an exemplary case of transmedia storytelling, where every ramification of the franchise published in different media is both autonomous and synergistic with the others, but also by focusing on the choice excitement of users in the first season of the video game The Walking Dead: A Telltale Game Series.
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Kwan, Alvin C. M., Samuel K. W. Chu, Athena W. L. Hong, Frankie Tam, Grace M. Y. Lee, and Robin Mellecker. "Making Smart Choices." International Journal of Game-Based Learning 5, no. 1 (January 2015): 18–30. http://dx.doi.org/10.4018/ijgbl.2015010102.

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Current educational resources for sex education in Hong Kong are mainly designed to be used in classroom. They are mostly text-based and are unattractive to the most vulnerable adolescent group. As discussion on sex is still taboo in Chinese society, self-learning resources can supplement classroom teaching. This paper describes an interactive game playable on Facebook, iPad and the web to educate young adolescents with reliable knowledge and positive attitudes towards relationship and sex and life skills necessary for making wise decisions regarding love and sex in a fun way. The effectiveness and acceptance of the game were evaluated by more than 1000 grades 7-9 students from six schools. The results showed that after playing the game, students' sex knowledge improved with a medium effect size. The students were mostly receptive to the game, finding it fun to play with and describing the content as “interesting”, “interactive”, “informative”, “close to reality” and “applicable”.
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Purnomo, Fredy, Monika Leslivania, Daniel Daniel, and Lisye Mareta Cahya. "Game E-Learning Code Master Dengan Konsep Mmorpg Menggunakan Adobe Flex 3." ComTech: Computer, Mathematics and Engineering Applications 1, no. 2 (December 1, 2010): 335. http://dx.doi.org/10.21512/comtech.v1i2.2365.

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The research objective is to design a web-based e-learning game that could be used to be a learning facility of C language programming and as an online game so it could be enjoyed by everybody easily in internet. Flex usage in this game online is to implement RIA (Rich Internet Application) concept in the game so e-learning process is hoped to be more interesting and interactive. E-learning game is also designed in MMORPG (Massively Multiplayer Online Role Playing Game) concept. The research method used is analysis and design method. Analysis method is done through literature study, user analysis, and similar game analysis. Meanwhile, design method is about monitor display, gameplay and system design. The conclution of this research is that this game provides an interesting learning media of C language program accordingly to subject material at class and also easier to use through website.
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15

Robles, Diego, and Christian G. Quintero M. "Intelligent System for Interactive Teaching through Videogames." Sustainability 12, no. 9 (April 28, 2020): 3573. http://dx.doi.org/10.3390/su12093573.

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Education, videogames, and intelligent systems are all relevant topics for researchers. Determining means of improving academic performance using a range of techniques and tools is an important challenge. However, while there are currently websites and multimedia resources that help students to improve their knowledge on specific topics, these lack in not having intelligent agents that can evaluate students and recommend materials to suit the difficulty that a user is having in a given subject. In this sense, this paper aims at developing an intelligent system that allows interactive teaching in basic education using videogames. In particular, high school students’ skills in basic mathematical operations with fractions were used for testing experimentally the approach. An intelligent system was developed using computational techniques such as fuzzy logic and case-based reasoning to evaluate user performance and recommend additional study material according to the specific challenges from the given educational game. The use of the games was supported by ICT (information and communication technologies) tools on a web platform. Such a developed platform was tested by 206 high school students, who played 5400 games in total. The students showed an improvement of around 14% in the topics covered. The results indicate that the implementation jointly of videogames and intelligent systems allows users to improve their performance in the given topics.
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Pereira, Celina A., and Chao Lung Wen. "An interactive distance education model based on motivation for alcohol abuse prevention." Journal of Telemedicine and Telecare 15, no. 3 (April 2009): 160. http://dx.doi.org/10.1258/jtt.2009.003019.

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We created an interactive learning environment about alcohol, with learning objects incorporating 3-D computer graphics and other telemedicine tools. These were used to explain aspects of alcohol use. The environment included interactive tele-education (the Cyber Tutor) and a collaborative learning network. We also used posters to complement the information transmitted by video. We examined group dynamics involving contests, games and theatrical performances for alcohol learning. To reinforce the information transmitted by telemedicine, 20 group sessions were held in São Paulo, one per week, each lasting one hour. The were 20 students directly involved and about 250 in the audience. The students drew up short theatre scenes, with basic information on the topic. The audience were then challenged to respond whether the subject of the scene was a myth or a truth about alcohol or alcoholism. The creation of a theatrical game required the involvement of student-actors to build the characters and support from telemedicine tools (the virtual human, posters and videos) to provide additional information. This method of presenting knowledge on alcohol can involve other students by use of the same telemedicine tools, including group discussion lists on the web. Thus it appears feasible to create an educational model based on interactive games using computer graphics and the Internet. This has the potential to increase the motivation of young people.
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Tsai, Chia-Wen, Pi-Fang Hsu, and Hsueh-Ju Tseng. "Exploring the Effects of Web-Mediated Game-Based Learning and Self-Regulated Learning on Students’ Learning." International Journal of Information and Communication Technology Education 9, no. 2 (April 2013): 39–51. http://dx.doi.org/10.4018/jicte.2013040104.

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This research focuses on exploring the effects of game-based learning (GBL) and self-regulated learning (SRL) on promoting students’ learning and the interactions between teachers, students and peers. The experiment designed for this study was conducted in the course of “Media Marketing Management”. The effects of GBL, SRL, and their combination on the students’ learning performances are analyzed with the quantitative and qualitative data of students’ learning. Based on the results of this study, it is found that students who receive the combined teaching methods of web-mediated GBL and SRL have better learning performance than those receive traditional GBL in classroom, although insignificantly. Not only is the outcome of SRL and interactive learning improved, the efficiency of teaching is enhanced. The implications of this study are also discussed.
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Wener, Richard, Prabodh Panindre, Sunil Kumar, Irina Feygina, Erik Smith, James Dalton, and Ulysses Seal. "Assessment of web-based interactive game system methodology for dissemination and diffusion to improve firefighter safety and wellness." Fire Safety Journal 72 (February 2015): 59–67. http://dx.doi.org/10.1016/j.firesaf.2015.02.005.

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Stoica, Laura Florentina, Florin Stoica, and Florian Mircea Boian. "Verification of JADE Agents Using ATL Model Checking." International Journal of Computers Communications & Control 10, no. 5 (July 24, 2015): 718. http://dx.doi.org/10.15837/ijccc.2015.5.803.

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It is widely accepted that the key to successfully developing a system is to produce a thorough system specification and design. This task requires an appropriate formal method and a suitable tool to determine whether or not an implementation conforms to the specifications. In this paper we present an advanced technique to analyse, design and debug JADE software agents, using Alternating-time Temporal Logic (ATL) which is interpreted over concurrent game structures, considered as natural models for compositions of open systems. In development of the proposed solution, we will use our original ATL model checker. In contrast to previous approaches, our tool permits an interactive or programmatic design of the ATL models as state-transition graphs, and is based on client/server architecture: ATL Designer, the client tool, allows an interactive construction of the concurrent game structures as a directed multi-graphs and the ATL Checker, the core of our tool, represents the server part and is published as Web service.
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Mohd, Norhazren Izatie, Kherun Nita Ali, Ahmad Faiz Azizi Ahmad Fauzi, and Shirin Shafiei Ebrahimi. "Serious Game Attributes for the Construction of a Hazard Identification Framework." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 7 (November 8, 2018): 60. http://dx.doi.org/10.3991/ijim.v12i7.9647.

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In recent years gaming products have increasingly been used to enhance learning and training development in the academic and commercial sectors. Gaming is an approach that applies technology to provide an almost real experience with interactive field training. It is an approach that supports the theory of learning by doing with a real case scenario. The purpose of this paper is to determine serious game attributes to support effective training using serious game approach. Through systematic literature review on eleven selected articles, nineteen game attributes were identified. Hence, based on the definition and description from the articles, text analyses were conducted to determine categories of attributes based on educational theories' perspectives. This study adopted the deductive content analysis approach which 14 relevant research articles between 1994 and 2016 were identified from the Web of Science and SCOPUS databases. It appears that serious game attributes according to the educational perspectives are being practised using various ideas, terms and concepts. Hence, the findings can be justified that serious game attributes are important to enhance the effectiveness of training modules. All these attributes will become part of the serious game framework for hazard identification training modules. The target is to deliver effective and active training module to construction-related workers.
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Wijaya, Yosi Maria, and Fransiskus Xaverius Widiantoro. "Using Team Supports and Gamified Web-Based Approaches to Attain Recommended Levels of Physical Activity Among International Indonesian Students." INDONESIAN NURSING JOURNAL OF EDUCATION AND CLINIC (INJEC) 3, no. 2 (April 23, 2019): 138. http://dx.doi.org/10.24990/injec.v3i2.214.

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Introduction: The interactive web-based, blended with tri-axial accelerometer by smartphone Apps, have the potential to help university students adopt and maintain a physically active lifestyle.The purposes of this text was to evaluated a gamification base for International Indonesia students to determine the impacts of a program building with psychosocial base to increase the exercise efficacy to attain a recommended level of physical activity. Methods: A non-equivalent control group with pre and posttest design conducted in 86-Indonesian international students with a time cluster randomize to avoid information contamination between groups. The intervention group received a Social Cognitive Theory skill-building by web-based game with team competition for 10-week program. Outcomes include physical activity, health outcomes, and cardiopulmonary fitness. ANCOVA and McNemar X2 test was adopted to test pre- and post-outcome effects. Results: The intervention group recorded more steps/day than those in the control (p <0.001, eta = 0.522), more distance (p <0.001, eta = 0.521), greater calories consumption (p <0.001, eta = 0.419), more longer (time) (p <0.001, eta = 0.217), more physical fitness (p <0.001, eta = 0.168), lower body weight (p <0.002, eta = 0.131), lower BMI (p <0.001, eta = 0.149), and lower systolic blood pressure (p <0.007, eta = 0.103). Conclusions: Web-based game with group competition programs can successfully increase physical activity among international university students.The results could serve as a good approach for health professionals to design an effective program toachieve recommended levels of physical activity and the physical fitness.
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Stensland, Håkon Kvale, Martin Alexander Wilhelmsen, Vamsidhar Reddy Gaddam, Asgeir Mortensen, Ragnar Langseth, Carsten Griwodz, and Pål Halvorsen. "Using a Commodity Hardware Video Encoder for Interactive Applications." International Journal of Multimedia Data Engineering and Management 6, no. 3 (July 2015): 17–31. http://dx.doi.org/10.4018/ijmdem.2015070102.

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Over the last years, video streaming has become one of the most dominant Internet services. Due to the increased availability of high-speed Internet access, multimedia services are becoming more interactive. Examples of such applications are both cloud gaming (OnLive, 2014) and systems where users can interact with high-resolution content (Gaddam et al., 2014). During the last few years, programmable hardware video encoders have been built into commodity hardware such as CPUs and GPUs. One of these encoders is evaluated in a scenario where individual streams are delivered to the end users. The results show that the visual video quality and the frame size of the hardware-based encoder are comparable to a software-based approach. To evaluate a complete system, a proposed streaming pipeline has been implemented into Quake III. It was found that running the game on a remote server and streaming the video output to a client web browser located in a typical home environment is possible and enjoyable. The interaction latency is measured to be less than 90 ms, which is below what is reported for OnLive in a similar environment
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Ahamer, Gilbert. "Conclusions from Social Dynamics in Collaborative Environmental Didactics." International Journal of Technology and Educational Marketing 5, no. 2 (July 2015): 68–92. http://dx.doi.org/10.4018/ijtem.2015070105.

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The social and didactic dynamics produced in implementations of the negotiation-oriented and partly web-based game “Surfing Global Change” (SGC) was analyzed by independent experts after their observations in advanced interdisciplinary university courses. It could be empirically demonstrated that the intended didactics of SGC were successful; namely that they were grounded on “active, self-organized learning”, training of “competence to act” and on responsibility for both practicable and sustainable solutions for the future society. The outlay of SGC succeeds in equilibrating competition vs. consensus, self-study vs. team work, sharpening the individual standpoint vs. readiness to compromise, differentiation into details vs. integration into a whole and hence mirrors professional realities. In this spirit, the architecture of SGC gives a framework for “game based learning” along its five interactive game levels. The conclusion is made that the set of game rules acts as a boundary condition for expected processes of social self-organization. The independent expert opinions express the importance of self-responsibility, for example when defining team size (ideally 3-5), during the identification of students with a project relevant to real life, and with the trainer staying on the meta level without entering into student discussions. Hence, self-organization in SGC allows for self-responsibility.
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Shih, D. T., C. L. Lin, and C. Y. Tseng. "Combining Digital Archives Content with Serious Game Approach to Create a Gamified Learning Experience." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-5/W7 (August 13, 2015): 387–94. http://dx.doi.org/10.5194/isprsarchives-xl-5-w7-387-2015.

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This paper presents an interdisciplinary to develop content-aware application that combines game with learning on specific categories of digital archives. The employment of content-oriented game enhances the gamification and efficacy of learning in culture education on architectures and history of Hsinchu County, Taiwan. The gamified form of the application is used as a backbone to support and provide a strong stimulation to engage users in learning art and culture, therefore this research is implementing under the goal of “The Digital ARt/ARchitecture Project”. <br><br> The purpose of the abovementioned project is to develop interactive serious game approaches and applications for Hsinchu County historical archives and architectures. Therefore, we present two applications, “3D AR for Hukou Old ” and “Hsinchu County History Museum AR Tour” which are in form of augmented reality (AR). By using AR imaging techniques to blend real object and virtual content, the users can immerse in virtual exhibitions of Hukou Old Street and Hsinchu County History Museum, and to learn in ubiquitous computing environment. <br><br> This paper proposes a content system that includes tools and materials used to create representations of digitized cultural archives including historical artifacts, documents, customs, religion, and architectures. The Digital ARt / ARchitecture Project is based on the concept of serious game and consists of three aspects: content creation, target management, and AR presentation. The project focuses on developing a proper approach to serve as an interactive game, and to offer a learning opportunity for appreciating historic architectures by playing AR cards. Furthermore, the card game aims to provide multi-faceted understanding and learning experience to help user learning through 3D objects, hyperlinked web data, and the manipulation of learning mode, and then effectively developing their learning levels on cultural and historical archives in Hsinchu County.
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Cook, Neal F., Toni McAloon, Philip O'Neill, and Richard Beggs. "Impact of a web based interactive simulation game (PULSE) on nursing students' experience and performance in life support training — A pilot study." Nurse Education Today 32, no. 6 (August 2012): 714–20. http://dx.doi.org/10.1016/j.nedt.2011.09.013.

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Sun, Bo Wen, Bin Shen, Wen Wu Chen, Yan Peng Zhang, and Jia Qi Lin. "VEET: 3D Virtual Electrical Experimental Tool Supporting Multi-Modal User Interfaces and Platforms." Advanced Materials Research 981 (July 2014): 196–99. http://dx.doi.org/10.4028/www.scientific.net/amr.981.196.

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This paper introduces a practical and cross-platform virtual electrical experimental tool (VEET) based on an off the shelf game engine called Unity3D which is powerful and flexible to develop Virtual and Augmented Reality (VR/AR) applications. Taking the electrical experiments of technological university as examples, the well designed virtual experimental system has the characteristics of lifelike three dimensional (3D) experimental environments, AR interactive interface on mobile devices, intelligent detecting mechanism and cross-platform. We described VEET’?s flexible design and demonstrate its use in teaching where 120 students from three classes conducted electrical experiments with it. The experiments in VEET were presented on desktop, mobile and web browser using low cost common devices (personal computer, android handheld device, Chrome browser). Evaluating the main performance parameters, the well practicability was confirmed.
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Goltsova, Tatiyana A., and Ekaterina A. Protsenko. "Use of gamification tools in foreign language training." Yaroslavl Pedagogical Bulletin 1, no. 118 (2021): 81–89. http://dx.doi.org/10.20323/1813-145x-2021-1-118-81-89.

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The article is devoted to the problem of creating an effective model of gamification in teaching foreign languages. The article provides brief history of the issue; explains the reasons for rising popularity of gamification nowadays; describes the main principles and ways of its implementation; gives examples of educational games. The main principles and ways of practical application of gamification in teaching foreign languages in higher school have been considered in the article. This technology integrates in a whole a content, a game and pedagogical technologies in order to increase students’ motivation. Based on this conception the authors describe gamification as an innovative pedagogical technology which can be successfully applied to teaching students of different ages, at different stages of educational process and various forms of work. The article describes different variants of applying gamification in teaching foreign languages, from a simple computer game to a specialized web quest. The authors underline that a set of pedagogical conditions should be observed for a successful implementation of gamification; they suggest a model of its effective use in teaching foreign languages. The proposed model represents in a generalized manner a set of factors increasing the effectiveness of the educational process. It describes not only the key didactic principles but also some specific principles, means and forms of teaching foreign languages. Gamification in teaching foreign languages is considered by the authors primarily as a technology allowing to realize principles of active and interactive learning in the framework of a competence-based approach. The authors describe in detail the advantages of gamification as a rather flexible technology that can be adapted to particular educational aims and purposes, age peculiarities and professional interests of students.
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Lebeaux, Pamela, Joseph Meheski, Jennifer Stuart, and Robin Christians. "Internet Outreach in Statewide Long-Range Planning: New Jersey Experience." Transportation Research Record: Journal of the Transportation Research Board 1817, no. 1 (January 2002): 120–29. http://dx.doi.org/10.3141/1817-15.

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The New Jersey Department of Transportation (NJDOT) recently tested the use of a public involvement website devoted to statewide long-range planning. The website, www.njchoices.com, was launched in April 2000 as a cornerstone of the public involvement program for the current plan update. This initiative allowed NJDOT to explore the use of Internet technology for dialogue concerning long-range investment priorities. In addition, NJDOT gained a better understanding of the technical and administrative requirements of maintaining an interactive site. Along with information on the planning process and statewide transportation issues, the website included mechanisms through which users could voice their concerns. Innovative features included a transportation budget game, an interactive demographic map, and an animated tutorial on the sources of traffic growth. These features received more use than an online survey on transportation priorities or a virtual suggestion box for user comments. Between April 2000 and July 2001, the website recorded 9,209 user sessions, reaching a broader audience than traditional outreach methods for statewide planning. Usage was shown to be strongly associated with publicity for the site. Other findings concern ways to integrate web-based and traditional outreach methods, the importance of user testing of site content, and the need to establish an organizational framework for institutionalization of the website.
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Eristi, Suzan Duygu Bedir. "Effectiveness of Digital Storytelling on Cultural Awareness." International Journal of Information Communication Technologies and Human Development 6, no. 3 (July 2014): 1–12. http://dx.doi.org/10.4018/ijicthd.2014070101.

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Digital storytelling refers to a wide variety of concepts from interactive digital narratives to computer game narratives, from web-based dramas to digital filmmaking tools. The digital storytelling approach provides students with an environment in which they can actively use technology as participatory designers in the process of creating messages regarding their thoughts. This research aims to reveal the effectiveness of digital storytelling practice to increase the motivation in the instructional environment, to raise awareness through teaching elementary school students some cultural values and to affect effective use of technology in elementary schools. The participants of the study were chosen among the elementary school students in the city of Eskisehir. In the study, the criterion for determining the participants was taking the course of “Digital Storytelling” found in the Education Program for Talented Students (EPTS). At the end of the digital storytelling process, many of the students expressed that being active participant in the design process and using their own products were exciting and pleasing and encourage them to interest on cultural themes through awareness.
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Estriegana, Rosa, Jose-Amelio Medina-Merodio, Rafael Robina-Ramírez, and Roberto Barchino. "Analysis of Cooperative Skills Development through Relational Coordination in a Gamified Online Learning Environment." Electronics 10, no. 16 (August 22, 2021): 2032. http://dx.doi.org/10.3390/electronics10162032.

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One of the main problems of the sudden digital transition to online education due to the COVID-19 pandemic is the increased isolation of students. On the other hand, one of the main goals of higher education is to develop students’ cooperative competence. This experimental study presents an online learning environment, consisting of a set of web-based resources such as virtual laboratories, interactive activities, educational videos and a game-based learning methodology. The study also examines the influence of the combination of such resources with active and collaborative learning on the improvement of students’ relationships and the development of cooperative competence. To this end, an analysis was conducted based on the data collected from a core subject of the Computer Engineering and Computer Science Engineering degree courses. The answers of an online survey (n = 289) were examined by using the structural equation modeling technique (SEM). The results suggest that the proposed learning environment has a significant and positive impact on the two dimensions of relational coordination; communication and relationships, and plays a key role in the acquisition and development of cooperative competence. Findings also indicate that effective, accurate, frequent and timely communication, positively influences on students’ relationships. Additionally, this study addresses other important issues with significant theoretical and practical implications for higher education.
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Goodman, Lizbeth. "Performing in the Wishing Tense: SMARTlab's Evolution on Stage, Online, and in the Sand." New Theatre Quarterly 23, no. 4 (November 2007): 352–75. http://dx.doi.org/10.1017/s0266464x07000279.

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This paper evaluates the development of performative theories inspired by practice in the evolution of Lizbeth Goodman's research and SMARTlab's fifteen-year oeuvre. In this piece, Goodman outlines the methodology of ‘performing in the wishing tense’, analyzing the development of her own practice from television to live theatre to broadcast and multimedia to telematics and online learning ‘stages’, to radio, and then to web presence. As the subtitle of the article suggests, Goodman has evolved a methodology for her team that has been influenced by the work of one of her academic mentors, the late Clive Barker, author of Theatre Games, and that has been extended in parallel explorations of play, time, space, and voicing in the work of women, people with disabilities and disadvantaged groups worldwide, here discussed from earliest stages to current collaborations. This work has been extrapolated to show how those with disabilities that prevent free movement and speech can benefit from interactive screenic or telematic performance tools that empower a sense of movement and play: a ‘theatre games’ rubric translated into multimedia performance modes, using technology tools created by the team. She discusses the place of the (damaged or fractured) body of the theorist in relation to the bodies of the people she directs and whose words and movements she choreographs. Written specifically as a ‘response’ to Barker's work, this piece maps the journey of SMARTlab's performances around the globe and through the recent history of multimedia, ending with a postscript describing a collaborative game based on the role-play theories of Barker and on the ‘liveness’ of what Goodman calls ‘the wishing tense’ of lost languages, including body languages. Much of the performance material referred to is available online, and DVD versions can be provided upon request.
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Chenaux, A., M. Murphy, S. Pavia, S. Fai, T. Molnar, J. Cahill, S. Lenihan, and A. Corns. "A REVIEW OF 3D GIS FOR USE IN CREATING VIRTUAL HISTORIC DUBLIN." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W9 (January 31, 2019): 249–54. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w9-249-2019.

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<p><strong>Abstract.</strong> This paper illustrates how BIM integration with GIS is approached as part of the workflow in creating Virtual Historic Dublin. A design for a WEB based interactive 3D model of historic buildings and centres in Dublin City (Virtual Historic Dublin City) paralleling smart city initiates is now under construction and led by the National Monuments at the Office of Public Works in Ireland. The aim is to facilitate the conservation and maintenance of historic infrastructure and fabric and the dissemination of knowledge for education and cultural tourism using an extensive Historic Building Information Model. Remote sensing data is now processed with greater ease to create 3D intelligent models in Historic BIM. While the use of remote sensing, HBIM and game engine platforms are the main applications used at present, 3D GIS has potential to form part of the workflow for developing the Virtual Historic City. 2D GIS is now being replaced by 3D spatial data allowing more complex analysis to be carried out, 3D GIS can define and depict buildings, urban rural centres in relation to their geometry topological, semantic and visualisation properties. The addition of semantic attributes allows complex analysis and 3D spatial queries for modelling city and urban elements. This analysis includes fabric and structural elements of buildings, relief, vegetation, transportation, water bodies, city furniture and land use.</p>
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Wong, William CW, Wai Han Sun, Shu Ming Cheryl Chia, Joseph D. Tucker, William PH Mak, Lin Song, Kitty Wai Ying Choi, Stephanie Tsz Hei Lau, and Eric Yuk Fai Wan. "Effectiveness of a Peer-Led Web-Based Intervention to Improve General Self-Efficacy in Using Dating Apps Among Young Adults: Randomized Clustered Trial." Journal of Medical Internet Research 22, no. 10 (October 30, 2020): e16378. http://dx.doi.org/10.2196/16378.

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Background Online dating apps are popular platforms for seeking romance and sexual relationships among young adults. As mobile apps can easily gain access to a pool of strangers (“new friends”) at any time and place, it leads to heightened sexual health risks and privacy concerns. Objective This study aimed to evaluate the effectiveness of a peer-led web-based intervention for online dating apps to prepare Chinese college students so that they have better self-efficacy when using dating apps. Methods An open clustered randomized controlled trial was conducted among students from three colleges (The University of Hong Kong, Hang Seng University of Hong Kong, and Yijin Programme of Vocational Training College) in Hong Kong. Students aged 17 to 27 years who attended common core curriculum or general education were randomized into intervention and control groups. The intervention material, developed with high peer engagement, included four short videos, an interactive scenario game, and a risk assessment tool. An existing website promoting physical activities and healthy living was used as a control. Using the information, motivation, and behavioral skills (IMB) approach to design the evaluation, questionnaires covering participants’ sociodemographics and dating app characteristics, as well as the general self-efficacy scale (GSE) as the primary outcome and the risk propensity scale (RPS) as the secondary outcome were administered before, immediately after, and at 1 month after the intervention. Intention-to-treat analysis was adopted, and between-group differences were assessed using the Mann-Whitney U test. A post-hoc multiple linear regression model was used to examine the correlates of the GSE and RPS. Results A total of 578 eligible participants (290 in the intervention group and 288 in the control group) participated in the study with 36 lost to follow-up. There were more female participants (318/542, 58.7%) than male participants in the sample, reflecting the distribution of college students. Over half of the participants (286/542, 52.8%) reported the following reasons for using dating apps: being curious (170/498, 34.1%), trying to make new friends (158/498, 31.7%), and finding friends with similar interests (121/498, 24.3%). Overall, the participants in the intervention group reported favorable experiences when compared with the finding in the control group. There was significant improvement in the GSE score and reduction in the RPS score (P<.001) in the intervention group. University of Hong Kong students were more susceptible to risk reduction after the intervention when compared with students from the other two institutions. Conclusions The online intervention was effective in improving general self-efficacy and reducing risk tendency among young students. Future work is needed to determine if this approach is cost-effective and such behavioral change is sustainable. Trial Registration ClinicalTrials.gov NCT03685643; https://clinicaltrials.gov/ct2/show/NCT03685643. International Registered Report Identifier (IRRID) RR2-10.1186/s13063-018-3167-5
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Santo, Samuel Christoper, and Ni Made Satvika Iswari. "Design and Development of Animal Recognition Application Using Gamification and Sattolo Shuffle Algorithm on Android Platform." International Journal of New Media Technology 4, no. 1 (June 18, 2017): 46–53. http://dx.doi.org/10.31937/ijnmt.v4i1.538.

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Information and communication technology has been developed rapidly and affectedvarious aspects such as propagation of information and marketing strategy of tourist attraction. KebunBinatang Ragunan is one of tourist attraction in Indonesia. Aside from recreation area, Kebun BinatangRagunan can be a place to learn animals. However, learning animals itself tends to be less attractive and less interactive. Therefore, an application was developed as one of animal learning media to increase touristmotivation. The application developed in form of quiz game by using gamification like achievement to increase their motivation in animals learning and using Sattolo Shuffle algorithm in order to make quiz more varied. After testing, the application is known affect the Behavioral Intention to Use level around 76.96% and Immersion level around 82.43% in giving motivation and attracting tourist attention to use the application. Sattolo Shuffle algorithm successfully applied in application to produce a unique sequence of each randomized quiz. Keywords—Achievement, Animal Recognition, Gamification, Quiz Game, Sattolo Shuffle. REFERENCES [1] Egger, R. 2012. The impact of near field communication on tourism. In Journal of Hospitality and Tourism Technology, 4(2), p. 119-133. [2] Undang-Undang Republik Indonesia. 2009. Undang-Undang Republik Indonesia Nomor 10 Tahun 2009 [online]. Available in: http://peraturan.go.id/uu/nomor-10-tahun-2009.html [accessed on 21 March 2016]. [3] World Travel Market. 2011. WTM Global Trends Report 2011. Available in: http://www.toposophy.com/files/1/files/onsite_global_trends_ v3_lo.pdf [accessed on 13 April 2016]. [4] Deterding, S., Khaled, R., Nacke, L.E., and Dixon, D. 2011. Gamification: Toward a Definition. CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts[online]. Available in: http://gamificationresearch.org/wpcontent/uploads/2011/04/CHI_2011_Gamification_Workshop .pdf [accessed on 21 March 2016]. [5] Xu, F., Tian, F., Buhalis, D., Weber, J., and Zhang, H. 2015. Tourist as Mobile Gamers: Gamification for Tourism Marketing. In Journal of Travel and Tourism Marketing. [6] Sattolo, S. 1986. An Algorithm to Generate a Random Cyclic Permutation. Information Processing Letters, 22(6), p. 315- 317. [7] Zichermann, G. and Cunningham, C. 2011. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps.First edition. O'Reilly Media, Inc., Sebastopol, California [8] Kapp, K.M. 2012. The Gamification of Learning and instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer, San Fransisco, CA. [9] Bunchball. 2012. What is Gamification? Available in: http://www.bunchball.com/gamification [accessed on 23 March 2016]. [10] Wilson, M.C. 2004. Overview of Sattolo's Algorithm. New Zealand, Auckland. [11] Lowry, P.B., Gaskin, J.E., Twyman, N.W., Hammer, B., and Roberts, T.L. 2013. Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM). In Journal of the Association for Information System, 14(11), p. 617-671. [12] Rahadi, D.R. 2014. Pengukuran Usability Sistem Menggunakan Use Questionnaire Pada Aplkasi Android. Jurnal Sistem Informasi (JSI), 6(1), p. 661-671. [13] Nugroho, E. 2009. Desain Situs Reader Friendly. Andi Offset, Yogyakarta. [14] Rubin, J. and Chisnell, D. 2008. Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests.Wiley Publishing, New Jersey. [15] Dumas, J.S. and Redish, J.C. 1999. A Practical Guide to Usability Testing. Intellect Books, UK. [16] International Organization for Standardization. 1998. ISO 9241-11:1998 Ergonomic requirements for office work with visual display terminals (VDTs) -- Part 11: Guidance on usability. Available in: https://www.iso.org/standard/16883.html [accessed on 20 April 2016]. [17] Sugiyono. 2013. Metode Penelitian Manajemen. First edition. Alfabeta, Bandung. [18] Kerlinger, F.N. 2004. Asas-asas Penelitian Behavioral. Gajah Mada University Press, Yogyakarta. [19] Trochim, W.M.K. 2006. Likert Scaling. Available in: http://www.socialresearchmethods.net/kb/scallik.php [accessed on 26 March 2016]. [20] Uebersax, J.S. 2006. Likert Scale: Dispelling the Confusion. Available in: http://www.john-uebersax.com/stat/likert.htm [accessed on 26 March 2016]. [21] Likert, R. 1932. A Technique for the Measurement of Attitudes. Archives of Psychology, 22, p. 5-55.
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Kitsakis, D., E. Tsiliakou, T. Labropoulos, and E. Dimopoulou. "PROCEDURAL 3D MODELLING FOR TRADITIONAL SETTLEMENTS. THE CASE STUDY OF CENTRAL ZAGORI." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W3 (February 23, 2017): 369–76. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w3-369-2017.

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Over the last decades 3D modelling has been a fast growing field in Geographic Information Science, extensively applied in various domains including reconstruction and visualization of cultural heritage, especially monuments and traditional settlements. Technological advances in computer graphics, allow for modelling of complex 3D objects achieving high precision and accuracy. Procedural modelling is an effective tool and a relatively novel method, based on algorithmic modelling concept. It is utilized for the generation of accurate 3D models and composite facade textures from sets of rules which are called Computer Generated Architecture grammars (CGA grammars), defining the objects’ detailed geometry, rather than altering or editing the model manually. In this paper, procedural modelling tools have been exploited to generate the 3D model of a traditional settlement in the region of Central Zagori in Greece. The detailed geometries of 3D models derived from the application of shape grammars on selected footprints, and the process resulted in a final 3D model, optimally describing the built environment of Central Zagori, in three levels of Detail (LoD). The final 3D scene was exported and published as 3D web-scene which can be viewed with 3D CityEngine viewer, giving a walkthrough the whole model, same as in virtual reality or game environments. This research work addresses issues regarding textures' precision, LoD for 3D objects and interactive visualization within one 3D scene, as well as the effectiveness of large scale modelling, along with the benefits and drawbacks that derive from procedural modelling techniques in the field of cultural heritage and more specifically on 3D modelling of traditional settlements.
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Lozhkina, Nina A., Olga S. Rubleva, Svetlana I. Tyutyunnik, and Tatiana K. Belyaeva. "Cyber quest as a means of supporting cognitive activity when teaching a foreign language online." Perspectives of Science and Education 46, no. 4 (July 1, 2020): 455–67. http://dx.doi.org/10.32744/pse.2020.4.32.

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The problem and the aim of the study. The transformation of the educational space has identified as priorities for online teaching: improving the quality of the materials provided, supporting cognitive activity and students’ independence, preparing teachers for the active use of web technologies. To implement these requirements, the authors propose the use of cyber quests, which in a game form allow providing additional resources for formation of the foreign language communicative competence. Research methods. To obtain theoretical generalizations, the analysis of scientific works on the problem of gamification of learning, formation of cognitive activity and foreign-language communicative competence was used. The cyber quest was implemented in the Quandary software environment. The study involved 90 first-year students of the Russian State Agrarian University – Moscow Timiryazev Agricultural Academy. The Pearson χ2 (chi-square) criterion was used in the experiment. Results. The essence of the concept «cyber quest», its functions and capabilities are investigated. The stages of developing cyber quests based on virtual worlds for learning a foreign language in the online format are defined. The mechanics of cyber quests in the Quandary program environment are described in detail (implementation options “Assembling the parts of the whole”; “Experience rating”; “Maintenance of an interactive object”; “Successive activation”). The cyber quest is focused on solving future professional problems in the direction of preparing “Agricultural Engineering” and includes two organization strategies: “Control” and “Training”. The main difficulties of software implementation (for example, the ambiguity of using open-type assignments) and methodological support (the need to maintain balance between the game and learning) are highlighted. The dynamics was assessed according to the levels of formation of the cognitive activity and statistically significant differences were revealed on the qualitative changes that occurred in the pedagogical system χ2obs. 2 > χ2crit.0.05 (6,70 > 5,99). In conclusion factors that ensure the effective use of the cyber quest to support the cognitive activity of students when learning a foreign language in the online format are summarized: non-linear motion paths; resolution of problematic situations of the practice-oriented nature; combination of entertaining and cognitive components, etc.
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CHIM, H., and L. CHEN. "THE DESIGN AND IMPLEMENTATION OF A WEB-BASED TEACHING ASSISTANT SYSTEM." International Journal of Information Technology & Decision Making 03, no. 04 (December 2004): 663–72. http://dx.doi.org/10.1142/s0219622004001306.

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When distance learning becomes more and more popular, prodding the students into high and constant motivation has been an interesting research issue these years. In this paper, we introduce a Web-based learning system which provides a dynamic interaction environment for the students to share their information with each other. The system aims to make the distance learning program a fascinating game allowing students to get their scores and ranking interactively.
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Ferrari, Manuela. "T245. A MODEL 2.0 FOR EARLY INTERVENTION SERVICES FOR PSYCHOSIS: USING A LEARNING HEALTHCARE SYSTEM APPROACH TO IMPROVE EVIDENCE-BASED CARE." Schizophrenia Bulletin 46, Supplement_1 (April 2020): S326. http://dx.doi.org/10.1093/schbul/sbaa029.805.

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Abstract Background In Canada, 26.3% of people reporting having mental disorders have indicated that they did not receive adequate care for their mental illness. However, early and evidence-based treatment can significantly reduce the severity of mental illnesses. Early Intervention Services (EIS) for psychosis are an example of such an intervention. EIS are widely recognized as a more effective treatment than routine care for early psychosis. Most Canadian EIS for psychosis follow recommendations on clinical components of care (i.e., easy and rapid access, a case management team approach); however, evidence-based interventions (e.g., measurement-based care or integrated psychosocial interventions) are not always available. Overall, various barriers limit the provision of quality care in the mental health sector, including EIS for psychosis treatment. These barriers include insufficient funding at a time of increasing demand; lack of services; lack of evidence- and measurement-based treatments; and insufficient training for staff and resources for patients. Innovative solutions are required. This presentation describes how e-mental health (eMH) technologies can mitigate these barriers, thus increasing access to evidence-based treatments. Methods Using a learning healthcare system approach, this 2.0 mental health services model aims to (a) identify, describe, and explain the factors affecting the routine incorporation and sustainability of eMH technologies in EIS for psychosis, and (b) optimize the methods associated with the development, adaptation, and evaluation of eMH technologies in real clinical settings. These aims are achieved by implementing three e-MH projects and unpacking the co-design/adaptation process and test the implementation, evaluation, and sustainability of eMH interventions and their effects on patient outcomes. Results The learning healthcare system is considered a new research paradigm able to promote quality, safety, and value in health care. Three project are at the core of this learning healthcare system for psychosis: (1) e-Mental Health Assessment and Monitoring (Project A: DIALOG+/e-Pathways to care): (a) To promote evidence- and measurement-based care in EIS for psychosis and (b) to use such technologies (such as electronic data capture platforms and data visualization) to support shared decision-making during treatment; (2) e-Treatment (Project B: CBT/pathways to care game-based interviews): (a) To facilitate the access and use of e-cognitive behavioral therapy (e-CBT) interventions in EIS for psychosis and (b) to support the treatment of secondary illnesses/comorbidities (depression and anxiety); (3) Web-based Training (Project C e-Training): (a) To co-produce web-based training and evaluate its effects on building capacity for the use of eMH technologies in EIS for psychosis and (b) to deliver psycho-educational interventions and continuing education training through interactive case-based learning. Discussion This work is timely. The innovative use of the rapid learning system approach in EIS for psychosis will offer a unique opportunity for integrating technologies and data into clinical practice, and should bring meaningful benefits to patients and promote Quebec’s open science research.
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Minovic, Miroslav, Miloš Milovanovic, Jelena Minovic, and Dušan Starcevic. "Integrating an Educational Game in Moodle LMS." International Journal of Distance Education Technologies 10, no. 4 (October 2012): 17–25. http://dx.doi.org/10.4018/jdet.2012100102.

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The authors present a learning platform based on a computer game. Learning games combine two industries: education and entertainment, which is often called “Edutainment.” The game is realized as a strategic game (similar to Risk™), implemented as a module for Moodle CMS, utilizing Java Applet technology. Moodle is an open-source course management system (CMS), which is widely used among universities as an eLearning platform. Java Applet enables development of rich-client applications which are executed in web browser environment. During the game, players receive questions from specified Moodle quiz, and all answers are stored back into Moodle system. Students can later verify their score and answers, and examine the test that they actually worked on during the game. This system supports synchronous as well as asynchronous interaction between players.
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Salvador-Ullauri, Luis, Patricia Acosta-Vargas, and Sergio Luján-Mora. "Web-Based Serious Games and Accessibility: A Systematic Literature Review." Applied Sciences 10, no. 21 (November 6, 2020): 7859. http://dx.doi.org/10.3390/app10217859.

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Nowadays, serious games, called training or learning games, have been incorporated into teaching and learning processes. Due to the increase of their use, the need to guarantee their accessibility arises in order to include people with disabilities in the educational environments in an integral way. There are reviews of the literature on video games but not on web-based serious games. Serious games are different from the previous ones because their educational processes allow reinforcing learning. This literature review was conducted using the recommendations for systematic reviews proposed by Kitchenham and Petersen. Three independent reviewers searched the ACM Digital Library, IEEE Xplore, Scopus, and Web of Science databases for the most relevant articles published between 2000 and 2020. Review selection and extraction were made using an interactive team approach. We applied the study selection process’s flowchart adapted from the PRISMA statement to filter in three stages. This systematic literature review provides researchers and practitioners with the current state of web-based serious games and accessibility, considering cognitive, motor, and sensory disabilities.
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Galynska, O. M., N. V. Shkoliar, Z. I. Dziubata, S. V. Kravets, and N. S. Levchyk. "Innovative Teaching Technologies as a Way to Increase Students’ Competitiveness." International Journal of Education and Information Technologies 15 (August 27, 2021): 215–26. http://dx.doi.org/10.46300/9109.2021.15.22.

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The article presents an analysis of innovative teaching technologies as a way to increase students’ competitiveness. The author found that innovative technologies in education are information and communication technologies relying on computer-based learning. The structure, content of educational software, organization of Web-space are important when using innovative teaching technologies in English classes. We conducted the study in several stages: comparative analysis, synthesis, classification and systematization of the results of psychological and pedagogical, educational and methodological research; study of legislative acts, periodicals in order to identify the state of the research issue, and determining the directions of its solution, as well as subject, goal and objectives of the study. We used modelling to create situations of foreign language professional communication of future IT specialists. Empirical methods involved questionnaires used for identifying the motives of professional development and determining the features of the educational activities of future IT specialists in the process of training. The methods of mathematical statistics allowed to scientifically describe and systematize the obtained data, to identify the quantitative relationship between the studied phenomena, to analyse and summarize the results. We conducted a socio-psychological study during 2016 - 2019. It involved 255 first- and fourth-year students of National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute.” Innovative information and communication technologies that improve the educational and cognitive activity of students, as well as increase the level of their knowledge have become important in teaching a foreign language in higher educational institutions. These technologies include MOODLE — Modular Object-Oriented Dynamic Learning Environment, business game, integrated pedagogical technology, case study technology. Thus, the information-rich learning process in combination with the use of innovative technologies, well-organized e-learning, interactive training courses, multimedia tools improves the program of teaching and learning foreign languages in general, and English in particular, improves the level of knowledge of future IT specialists and motivation to study and learn foreign languages, allows students to use a variety of authentic materials. We state that all these factors influence the process of individualization of learning and contribute to the successful mastery of a foreign language.
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Chen, Xieling, Di Zou, Lucas Kohnke, Haoran Xie, and Gary Cheng. "Affective states in digital game-based learning: Thematic evolution and social network analysis." PLOS ONE 16, no. 7 (July 28, 2021): e0255184. http://dx.doi.org/10.1371/journal.pone.0255184.

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Research has indicated strong relationships between learners’ affect and their learning. Emotions relate closely to students’ well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be effective in enhancing learning experiences and increasing student motivation. The field of emotions in DGBL has become an active research field with accumulated literature available, which calls for a comprehensive understanding of the up-to-date literature concerning emotions in virtual DGBL among students at all educational levels. Based on 393 research articles collected from the Web of Science, this study, for the first time, explores the current advances and topics in this field. Specifically, thematic evolution analysis is conducted to explore the evolution of topics that are categorized into four different groups (i.e., games, emotions, applications, and analytical technologies) in the corpus. Social network analysis explores the co-occurrences between topics to identify their relationships. Interesting results are obtained. For example, with the integration of diverse applications (e.g., mobiles) and analytical technologies (e.g., learning analytics and affective computing), increasing types of affective states, socio-emotional factors, and digital games are investigated. Additionally, implications for future research include 1) children’s anxiety/attitude and engagement in collaborative gameplay, 2) individual personalities and characteristics for personalized support, 3) emotion dynamics, 4) multimodal data use, 5) game customization, 6) balance between learners’ skill levels and game challenge as well as rewards and learning anxiety.
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Oliveira Pinto, Ana Maria Ferreira Lopes, and Paula Maria De Sá Oliveira Escudeiro. "The Promotion of the 21st Century Learning Skills Through the Development of Games Using Scratch." Journal on Advances in Theoretical and Applied Informatics 3, no. 1 (August 30, 2017): 10. http://dx.doi.org/10.26729/jadi.v3i1.2437.

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The work described in this paper addresses the development of a game focused on a teaching strategy based on an action-research study. The strategy established aims to test the impact of the student’s participation in a collaborative project. The project aimed to motivate students to use and learn foreign languages and also to develop their intercultural communicative competence. The team consisted of 14 teachers from 11 different countries and 167 students in an international educational context. Regarding the Portuguese participation, we have introduced the Area of Study namely Discovery in a class from the 7th grade students (23 students). All the work was based in three premises: use Scratch online, web 2.0 and ETwinning platform. Students from different countries have worked together to develop their own games using programming Scratch. During the project, partners collaborated using web 2.0 tools and at the end, they have share their games and get feedback. This work identified the benefits and challenges of global education and intercultural interaction among students. Fourteen schools from 11 European countries have participated in this eTwinning project. Six schools had won the European quality eTwinning label. The methodology applied in this learning environment motivated the students and improved their learning process. It also contributed to a higher level of concentration and promoted collaborative learning. Additionally, it facilitates creativity, dialogue and the overall relationship among students. The results demonstrate that teachers perceive eTwinning as contributing towards the enhancement and development of global education through intercultural interaction. The pedagogic model based on the collaborative construction of knowledge was easily understood by the teachers.
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Neha B., Naveen V., and Angelin Gladston. "Detection of Hands for Hand-Controlled Skyfall Game in Real Time Using CNN." International Journal of Interactive Communication Systems and Technologies 10, no. 2 (July 2020): 15–25. http://dx.doi.org/10.4018/ijicst.2020070102.

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With human-computer interaction technology evolving, direct use of the hand as an input device is of wide attraction. Recently, object detection methods using CNN models have significantly improved the accuracy of hand detection. This paper focuses on creating a hand-controlled web-based skyfall game by building a real time hand detection using CNN-based technique. A CNN network, which uses a MobileNet as the feature extractor along with the single shot detector framework, is used to achieve a robust and fast detection of hand location and tracking. Along with detection and tracking of hand, skyfall game has been designed to play using hand in real time with tensor flow framework. This way of designing the game where hand is used as input to control the paddle of skyfall game improved the player interaction and interest towards playing the game. This model of CNN network used egohands dataset for detecting and tracking the hands in real time and produced an average accuracy of 0.9 for open hands and 0.6 for closed hands which in turn improved player and game interactions.
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45

Darmawan, Andreas James, and Nunnun Bonafix. "Perancangan Komunikasi Visual Web Games Interaktif “Gooclean.Com” Guna Menanamkan Budaya Anti Korupsi Sejak Dini." Humaniora 2, no. 2 (October 31, 2011): 959. http://dx.doi.org/10.21512/humaniora.v2i2.3143.

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Along with the increasing number of corruption, the role of visual communication is also increasingly necessary. Its role is as a maker of communications media that attract, encourage, and interactive. So the anti-corruption culture that wants implanted were well received and is embedded in the consciousness of the receiver behave. Article clarifies visual communication "Gooclean" intended for children and packaged in attractive web-based games to play while learning interests of children. The research method discussed is literature study for having the basic theory, comparative study observation with other anti corruption wesites, also interview with project PIC. The scope of Gooclean interactive web games is presented interestingly to increase children’s interest towards the presented material. This is presented by interesting illustration, challenging games, and visual concept that children will understand easily.
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Srai, Aziz, Fatima Guerouate, Naoual Berbiche, and Hilal HilalDrissi. "Generated PSM Web Model for E-learning Platform Respecting n-tiers Architecture." International Journal of Emerging Technologies in Learning (iJET) 12, no. 10 (November 2, 2017): 212. http://dx.doi.org/10.3991/ijet.v12i10.7179.

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E-learning, or learning via a computer or mobile device, is growing. It can take many forms, such as an annotated PowerPoint presentation, a tutorial, or an interactive role-playing game .The possibilities are endless. Today, 80% of companies and communities have done a number of interesting and effective e-learning solutions, and 30% of all professional training are e-learning courses. The development of these platforms is based mainly on different technologies. This technological diversity can make comparing or managing E-learning platforms difficult, and the choice of a given platform will be also complex. Therefore, to address this problem, this paper proposes a solution to generate a PSM model based on n-tier architecture from a PIM model. The language used is the QVT (Query View Transformation) transformation language.
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Sikos, Les, Noortje J. Venhuizen, Heiner Drenhaus, and Matthew W. Crocker. "Reevaluating pragmatic reasoning in language games." PLOS ONE 16, no. 3 (March 17, 2021): e0248388. http://dx.doi.org/10.1371/journal.pone.0248388.

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The results of a highly influential study that tested the predictions of the Rational Speech Act (RSA) model suggest that (a) listeners use pragmatic reasoning in one-shot web-based referential communication games despite the artificial, highly constrained, and minimally interactive nature of the task, and (b) that RSA accurately captures this behavior. In this work, we reevaluate the contribution of the pragmatic reasoning formalized by RSA in explaining listener behavior by comparing RSA to a baseline literal listener model that is only driven by literal word meaning and the prior probability of referring to an object. Across three experiments we observe only modest evidence of pragmatic behavior in one-shot web-based language games, and only under very limited circumstances. We find that although RSA provides a strong fit to listener responses, it does not perform better than the baseline literal listener model. Our results suggest that while participants playing the role of the Speaker are informative in these one-shot web-based reference games, participants playing the role of the Listener only rarely take this Speaker behavior into account to reason about the intended referent. In addition, we show that RSA’s fit is primarily due to a combination of non-pragmatic factors, perhaps the most surprising of which is that in the majority of conditions that are amenable to pragmatic reasoning, RSA (accurately) predicts that listeners will behave non-pragmatically. This leads us to conclude that RSA’s strong overall correlation with human behavior in one-shot web-based language games does not reflect listener’s pragmatic reasoning about informative speakers.
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Schmitt, Kelly L., Lisa B. Hurwitz, Laura Sheridan Duel, and Deborah L. Nichols Linebarger. "Learning through play: The impact of web-based games on early literacy development." Computers in Human Behavior 81 (April 2018): 378–89. http://dx.doi.org/10.1016/j.chb.2017.12.036.

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Pratami, Jauharoh, Ahmad Subhan Yazid, and Agung Fatwanto. "Hijaiyah Matching Games Using Html5." IJID (International Journal on Informatics for Development) 5, no. 1 (May 26, 2016): 30. http://dx.doi.org/10.14421/ijid.2016.05105.

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Hijaiyah letters are letters used in the writing of the Holy Qur'an. In learning hijaiyah letters, many children still have difficulties so alternative learning methods are needed to make children more interested in recognizing hijaiyah letters. Interactive hijaiyah learning using electronic media is also still rare. Of the several hijaiyah letter recognition applications which are available, it is also limited in the use of certain operating systems. This research uses the waterfall method. The technology used to build web-based games in this study is HTML5 because HTML5 has the advantage of the flexibility to run on various platforms through a browser. In addition, this application does not require an installation process like other applications, but simply by accessing the web page, the application can be used. The results of this study are Hijaiyah Match games that can be run on various operating systems through a browser. The test results show that this application can help children learn hijaiyah letters.
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Choi, William TH, Dan KS Yu, Terry Wong, Tella Lantta, Min Yang, and Maritta Välimäki. "Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey." Journal of Medical Internet Research 22, no. 7 (July 22, 2020): e14865. http://dx.doi.org/10.2196/14865.

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Background Information technology and video gaming have potential advantages in the treatment of schizophrenia. However, information regarding the habits and attitudes related to internet use and video gaming in people with schizophrenia is limited. Objective The aim of this study was to explore the habits and attitudes regarding video gaming and information technology usage and their associated factors in people with schizophrenia in Hong Kong. Methods In this cross-sectional survey, service users with schizophrenia were recruited from 6 halfway hostels and 7 integrated centers for mental wellness in Hong Kong. A 79-item self-report questionnaire was utilized to explore the habits of internet use and video gaming in these people with schizophrenia. The attitude toward video gaming was assessed using the Gaming Attitudes, Motivations, and Experiences Scales. Of the 148 individuals in a convenience sample who were invited to participate in this study, 110 willingly participated (a response rate of 74.3%). The data were analyzed using descriptive statistics, a two-tailed independent t test, Pearson correlation, and principal analysis with 3 methods of rotation (varimax, equimax, and promax). Results Most participants (100/110, 90.9%) had access to the internet and half of them (54/110, 49.1%) used the internet daily mostly to watch videos (66/110, 60.0%) or read news or books, etc (42/110, 38.2%). One-third of the participants (36/110, 32.7%) used the internet to play web-based games, and most of them (88/110, 80.0%) had played a video game in the past year. The most favorable gaming platforms were cellular phones (43/88, 49%) followed by computers (19/88, 22%) and arcade cabinets (6/88, 7%). The most favorable game genre was action games (34/145, 23.4%). Those who had a bachelor’s degree or higher scored lower in social interaction than those with a lower education level (P=.03). Those who played video games daily scored higher in the category of story than those who did not play daily (t86=2.03, P=.05). The most popular gaming category was autonomy and the least popular categories were violent catharsis and violent reward. Two motives, “social playing” and “evasive playing,” were formed to describe the characteristics of playing video games. Conclusions Our data showed a high internet utilization rate among people with schizophrenia in Hong Kong. Only a few of them used the internet to search for health-related information. Our study also exemplified the unique habits of gaming among the participants. Health care professionals could utilize video games to engage people with schizophrenia and promote coping with stress and provide social skills training to such people with schizophrenia. Identification of the gaming attitudes can contribute to the development of serious games for the schizophrenic population. Further investigation is vital for the promotion of mental health through web-based platforms.
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