Related papers: 10 simple rules to create a serious game, illustra…
Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…
The video game industry plays an essential role in the entertainment sphere of our society. However, from Monopoly to Flight Simulators, serious games have also been appealing tools for learning a new language, conveying values, or training…
Citizen science is transforming how cognitive scientists study the human mind, and video games are at the heart of this shift. By embedding experimental tasks into engaging, game-like experiences, researchers can reach large, diverse…
Computational methods and associated software implementations are central to every field of scientific investigation. Modern biological research, particularly within systems biology, has relied heavily on the development of software tools…
Challenges can be seen as a type of game that motivates participants to solve serious tasks. As a result, competition organizers must develop effective game rules. However, these rules have multiple objectives beyond making the game…
What happens when scientists are, at certain points in a field's development, playing a game? I present a framework for such an analysis that draws on the theory of games provided by the historian Johan Huizinga. Huizinga gives five…
Serious games are increasingly being used in cybersecurity education to engage and educate users. Several studies with cybersecurity serious games have shown that they are successful in educating users and the users also find them both fun…
Emergency training and planning provide structured curricula, rule-based action items, and interdisciplinary collaborative entities to imitate and teach real-life tasks. This rule-based structure enables the curricula to be transferred into…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
Serious games are defined as applied games that focus on the gamification of an experience (e.g., learning and training activities) and are not strictly for entertainment purposes. In recent years, serious games have become increasingly…
The design of a serious game is presented that served as an instrument to motivate and aid to Physics education using active and ludic learning, specifically the topic of free fall of objects, with diverse educational purposes, first to…
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…
Crowdscience games may hold unique potentials as learning opportunities compared to games made for fun or education. They are part of an actual science problem solving process: By playing, players help scientists, and thereby interact with…
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features.…
The field of serious games for health has grown significantly, demonstrating effectiveness in various clinical contexts such as stroke, spinal cord injury, and degenerative neurological diseases. Despite their potential benefits, therapists…
The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules,…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
Serious Games (SGs) have experienced a tremendous outburst these last years. Video game companies have been producing fun, user-friendly SGs, but their educational value has yet to be proven. Meanwhile, cognition research scientist have…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…