Related papers: A Serious Game Approach for the Electro-Mobility S…
In Education, is constant the searching of techniques to strengthen and extend the educational strategies in order to achieve that students get knowledge received in classroom, training personal courses and workshops. Serious games are part…
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…
An original serious game prototype named 'Puzzlegram' is created for the elderly demographic in group settings as the target players. Puzzlegram is precisely designed to accentuate memory, auditory interaction as well as haptic response to…
Project/problem-based learning, as an active methodology, improves significantly the learning process, making students take an active role in the construction of their own knowledge, and at the same time, develop soft and social skills that…
In this paper, we propose a gamification approach as a novel framework for smart building infrastructure with the goal of motivating human occupants to reconsider personal energy usage and to have positive effects on their environment.…
Serious games are beneficial for education in various computer science areas. Numerous works have reported the experiences of using games (not only playing but also development) in teaching and learning. Considering it could be difficult…
As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through…
Serious games are widely used for learning and training across domains such as healthcare, defense, and education. Persistent challenges remain, however, including static scenario design, authoring bottlenecks, limited learner modeling, and…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
A smart city is a framework that uses information and communication technologies to improve public safety, quality of life, transportation and energy efficiency. A big share of these technologies has intelligent networks consisting of…
Phishing is an online identity theft that aims to steal sensitive information such as username, passwords and online banking details from its victims. Phishing education needs to be considered as a means to combat this threat. This book…
This study delves into the key issues of representation and accessibility in game development. Despite their societal significance, video games face ongoing criticism for lacking diversity in both the workforce and content, excluding…
In this paper, the problem of grid-to-vehicle energy exchange between a smart grid and plug-in electric vehicle groups (PEVGs) is studied using a noncooperative Stackelberg game. In this game, on the one hand, the smart grid that acts as a…
Board games have shown promise as educational tools, but their use in engaging learners with the complex, long-term trade-offs of forest management remains strikingly underdeveloped. Addressing this gap, we investigate how forest growth…
This short paper describes an ongoing research project that requires the automated self-play learning and evaluation of a large number of board games in digital form. We describe the approach we are taking to determine relevant features,…
E-mobility, or electric mobility, has emerged as a pivotal solution to address pressing environmental and sustainability concerns in the transportation sector. The depletion of fossil fuels, escalating greenhouse gas emissions, and the…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
Papert's constructionism makes it clear that learning is particularly effective when learners create tangible artifacts and share and discuss them in social contexts. Technological progress in recent decades has created numerous…
Software game is a kind of application that is used not only for entertainment, but also for serious purposes that can be applicable to different domains such as education, business, and health care. Although the game development process…
Enhancing evacuee safety is a key factor in reducing the number of injuries and deaths that result from earthquakes. One way this can be achieved is by training occupants. Virtual Reality (VR) and Serious Games (SGs), represent novel…