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Int. J. Serious Games最新文献

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The role of disposition to critical thinking in digital game-based learning 批判性思维倾向在基于数字游戏的学习中的作用
Pub Date : 2019-09-20 DOI: 10.17083/ijsg.v6i3.316
M. Gentile, G. Città, Salvatore Perna, A. Signa, V. D. Grande, Simona Ottaviano, D. L. Guardia, M. Allegra
The relationship between the development of 21st-century skills and game-based learning is a field to explore. Among the 21-st century skills, critical thinking is one of the most analyzed skills. This study aims to deepen the relationship between learning and disposition to critical thinking (DCT) in the context of Serious Games (SGs). In particular, starting from the evidence of previous work, that highlighted a positive effect of the DCT on game performance, this study analyzes how the DCT also affects the explicit learning gained by the players. This work highlights that the DCT has a crucial role in explicit knowledge acquisition and how the improvement of game performance is a direct consequence of DCT through a path analysis methodology.
21世纪技能的发展与基于游戏的学习之间的关系是一个值得探索的领域。在21世纪的技能中,批判性思维是被分析最多的技能之一。本研究旨在深入探讨严肃游戏背景下学习与批判性思维倾向(DCT)之间的关系。特别是,从之前的研究证据出发,强调了DCT对游戏表现的积极影响,本研究分析了DCT如何影响玩家获得的外显学习。这项工作强调了DCT在显性知识获取中起着至关重要的作用,以及通过路径分析方法,DCT如何直接改善游戏表现。
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引用次数: 5
ALF - a Framework for Evaluating Accelerated Learning in Industry 评估工业加速学习的框架
Pub Date : 2019-09-20 DOI: 10.17083/ijsg.v6i3.314
S. A. Petersen, M. Oliveira, K. Hestetun, Anette Østbø Sørensen
Games have long been considered as a means to support effective learning, motivate learners and accelerate their learning. Several successful studies using game-based learning are reported in the literature. However, there appears to be a research gap on systematically evaluating accelerated learning in game environments. The main research question we address in this paper is how can we evaluate accelerated learning in game-based learning environments? The main contribution of this paper will be a framework for evaluating accelerated learning in games (ALF). We will illustrate the use of this framework by describing studies conducted in the Norwegian industrial project ALTT (Accelerate Learning Through Technology), aimed at capacity building in the aluminium industry, where we have co-designed a game for accelerating learning about the electrolysis process for extracting aluminium and heat balance in the aluminium production cells.
长期以来,游戏一直被认为是支持有效学习、激励学习者和加速他们学习的一种手段。文献中报道了一些使用基于游戏的学习的成功研究。然而,在系统地评估游戏环境中的加速学习方面似乎存在研究缺口。我们在本文中要解决的主要研究问题是,我们如何在基于游戏的学习环境中评估加速学习?本文的主要贡献将是一个评估游戏加速学习(ALF)的框架。我们将通过描述在挪威工业项目ALTT(通过技术加速学习)中进行的研究来说明该框架的使用,该项目旨在铝工业的能力建设,我们在其中共同设计了一个游戏,用于加速学习用于提取铝的电解过程和铝生产单元中的热平衡。
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引用次数: 2
Introduction to the GaLA Conf 2019 Special Issue GaLA大会2019特刊简介
Pub Date : 2019-09-20 DOI: 10.17083/ijsg.v6i3.331
M. Gentile, M. Allegra, Heinrich Söbke
It is a great pleasure for us to introduce this issue of the IJSG, which is dedicated to the Games and Learning Alliance Conference (GaLA Conf) that was held in Athens, November 27-29, 2019. Almost 70 participants converged in this beautiful, historic city in order to share knowledge and experiences related to serious games and gamification, their techniques and their application. A number of the best conference papers were selected, and the authors were invited to extend their paper with at least one-third new content, and to submit their paper to IJSG for a regular peer-review process. This issue contains three of the resulting articles, which gives an overview of the rich field of serious games.
我们很高兴为2019年11月27日至29日在雅典举行的游戏与学习联盟会议(GaLA Conf)专门介绍本期《国际游戏与学习联盟报告》。近70名参与者聚集在这座美丽的历史名城,分享有关严肃游戏和游戏化的知识和经验,以及它们的技术和应用。一些最好的会议论文被选中,作者被邀请以至少三分之一的新内容扩展他们的论文,并将他们的论文提交给IJSG进行定期的同行评审过程。这一期包含了三篇最终的文章,它们概述了丰富的严肃游戏领域。
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引用次数: 0
Interactive Ant Colony Optimization to Support Adaptation in Serious Games 支持严肃游戏适应的交互式蚁群优化
Pub Date : 2019-09-20 DOI: 10.17083/ijsg.v6i3.308
M. Kickmeier-Rust, Andreas Holzinger
The success of serious games usually depends on their capabilities to engage learners and to provide them with personalized gaming and learning experiences. Therefore, it is important to equip a game, as an autonomous computer system, with a certain level of understanding about individual learning trajectories and gaming processes. AI and machine learning technologies increasingly enter the field; these technologies often fail, however, since serious games either pose highly complex problems (combining gaming and learning process) or do not provide the extensive data bases that would be required. An interesting new direction is augmenting the strength of AI technologies with human intuition and human cognition. In the present paper, we investigated performance of the MAXMIN Ant System, a combinatorial optimization algorithm, with and without human interventions to the algorithmic procedure. As a testbed, we used a clone of the Travelling Salesman problem, the Travelling Snakesman game. We found some evidence that human interventions result in superior performance than the algorithm alone. The results are discussed regarding the applicability of this pathfinding algorithm in adaptive games, exemplified by Micro Learning Space adaptation systems.
严肃游戏的成功通常取决于它们吸引学习者的能力,并为他们提供个性化的游戏和学习体验。因此,作为一个自主的计算机系统,让游戏具备对个人学习轨迹和游戏过程的一定程度的理解是很重要的。人工智能和机器学习技术越来越多地进入该领域;然而,这些技术往往会失败,因为严肃游戏要么会带来高度复杂的问题(结合游戏和学习过程),要么无法提供所需的广泛数据库。一个有趣的新方向是用人类的直觉和人类的认知来增强人工智能技术的力量。在本文中,我们研究了MAXMIN蚂蚁系统(一种组合优化算法)在人工干预和不干预算法过程中的性能。作为测试平台,我们使用了旅行推销员问题的克隆,即《旅行蛇人》游戏。我们发现一些证据表明,人工干预比单独使用算法的效果更好。讨论了该寻路算法在自适应博弈中的适用性,并以微学习空间自适应系统为例。
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引用次数: 9
Fostering Computational Thinking skills in the Last Years of Primary School 在小学最后几年培养计算思维能力
Pub Date : 2019-09-20 DOI: 10.17083/ijsg.v6i3.304
L. Freina, R. Bottino, Lucia Ferlino
The introduction of Computational Thinking (CT) in Italian compulsory schools is on the way, and there is a general need for new methodologies to support teachers’ work. A one-year long learning path supporting the development of CT skills in primary school students through game making activities was defined and tested in a case study with one grade 5 class. All students in the class were actively involved regardless of their personal interest, their participation was generally high, their skills increased along the project, and the main objectives were reached. Nevertheless, results suggest that a longer time span is needed for students to master deeply the new concepts and tools, class organization proved to be crucial and this confirms the need for an adequate teachers’ training before introducing CT in classroom activities. Students demonstrated to be on the right path to approach CT through game making, but they still need to be guided in taking the player’s perspective and making their games easy to be understood and played. At the end of the case study, the learning path was revised and is now in use in a three-year long project in a primary school.
计算思维(CT)在意大利义务学校的引入正在进行中,并且普遍需要新的方法来支持教师的工作。一个为期一年的学习路径通过游戏制作活动来支持小学生CT技能的发展,并在一个五年级班级的案例研究中进行了测试。课堂上的所有学生都积极参与,不管他们的个人兴趣如何,他们的参与度普遍很高,他们的技能随着项目的进行而提高,主要目标也达到了。然而,结果表明,学生需要更长的时间来深入掌握新的概念和工具,课堂组织被证明是至关重要的,这证实了在将CT引入课堂活动之前需要对教师进行充分的培训。通过游戏制作,学生们走上了通往CT的正确道路,但他们仍然需要从玩家的角度出发,使他们的游戏易于理解和玩。在案例研究结束时,对学习路径进行了修订,目前已在一所小学的一个为期三年的项目中使用。
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引用次数: 7
Household Energy Conservation Intervention: a Game versus Dashboard Comparison 家庭节能干预:游戏与仪表板对比
Pub Date : 2019-09-20 DOI: 10.17083/ijsg.v6i3.300
Jan Dirk L. Fijnheer, H. Oostendorp, R. Veltkamp
This paper presents the results of a study, comparing a game versus a dashboard with respect to energy conservation in the household. In a pretest-posttest design, an empirical study tested whether change in attitude, knowledge, engagement and behaviour with respect to energy conservation in the household was different for participants playing Powersaver Game compared to a control condition where participants used an energy dashboard with the same content, but excluding game features. The aim of this game (developed using an iterative user-centered game design methodology) is to influence household energy consumption by means of electricity and gas usage in the long-term. The intervention time was at least 5 weeks and pre and post measures were based on 21 days intervals. All energy conservation activities that the application provides (e.g. washing clothes on low temperatures) take place in the real world and feedback is based on real time energy consumption. This real data into the game approach aims to optimize the transfer between the game world and the real world. Energy consumption significantly changed in the game condition compared to the control condition, and the difference between both conditions is more than 33% after the intervention. In the game condition, knowledge about energy conservation was significantly increased, although no significant differences in increase of attitude and engagement were found. We conclude that Powersaver Game is effective in transfer of energy conservation knowledge, which leads to energy saving behaviour on the long term. However, it cannot be concluded that playing the game leads to a greater change in attitude, probably because attitude scores of the participants were high from the start.
本文介绍了一项研究的结果,比较了游戏与仪表盘在家庭节能方面的差异。在前测后测设计中,一项实证研究测试了玩《Powersaver Game》的参与者在家庭节能方面的态度、知识、参与和行为的变化,与使用具有相同内容但不包括游戏功能的能源仪表盘的参与者相比,是否有所不同。这款游戏(游戏邦注:使用以用户为中心的迭代游戏设计方法开发)的目标是通过长期的电力和天然气使用来影响家庭能源消耗。干预时间至少为5周,前后测量间隔为21天。应用程序提供的所有节能活动(例如,在低温下洗衣服)都发生在现实世界中,反馈基于实时能源消耗。这种将真实数据导入游戏的方法旨在优化游戏世界与现实世界之间的传输。与对照组相比,博弈条件下的能量消耗发生了显著变化,干预后两者的差异超过33%。在游戏条件下,节能知识显著增加,但态度和投入的增加没有显著差异。我们的结论是,节电游戏在节能知识的转移上是有效的,从而导致长期的节能行为。然而,不能得出玩游戏会导致更大的态度变化的结论,这可能是因为参与者的态度得分从一开始就很高。
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引用次数: 14
Editorial, September 2019 社论,2019年9月
Pub Date : 2019-09-20 DOI: 10.17083/ijsg.v6i3.332
A. D. Gloria
Editorial of the September 2019 6(3) issue.
2019年9月6(3)号社论。
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引用次数: 0
User Acceptance Evaluation of a Gamified Knowledge Sharing Platform for Use in Industrial Environments 用于工业环境的游戏化知识共享平台的用户接受度评估
Pub Date : 2019-06-24 DOI: 10.17083/ijsg.v6i2.275
S. Zikos, M. Tsourma, E. E. Lithoxoidou, A. Drosou, D. Ioannidis, D. Tzovaras
This study evaluates user acceptance of a gamification-enabled collaboration and knowledge sharing platform that has been developed for use by personnel in industrial work environments, aiming at increasing motivation for knowledge exchange. The platform has been evaluated at two manufacturing industries by two groups of users, workers and supervisors, with regard to five criteria: usability, knowledge integration, working experience, user acceptance and overall impact. Results showed that even though the ratings from both industries were positive on all criteria, there is room for improvement on user acceptance and knowledge integration. Driven by this fact, a rule-based adaptive gamification approach which exploits information about workers is proposed in order to further increase motivation and engagement. Based on feedback received from the evaluation, guidelines related to functionalities and design of a gamified collaboration platform are provided. These guidelines can be followed when implementing collaboration tools with gamification support for industrial environments.
本研究评估了用户对游戏化协作和知识共享平台的接受程度,该平台是为工业工作环境中的人员开发的,旨在增加知识交流的动力。该平台已在两个制造行业由两组用户(工人和主管)就五个标准进行了评估:可用性,知识整合,工作经验,用户接受度和整体影响。结果显示,尽管两个行业的评分在所有标准上都是积极的,但在用户接受度和知识整合方面仍有改进的空间。基于这一事实,我们提出了一种基于规则的适应性游戏化方法,该方法利用员工的信息,以进一步提高员工的积极性和参与度。根据从评估中收到的反馈,提供了与游戏化协作平台的功能和设计相关的指导方针。在工业环境中实现具有游戏化支持的协作工具时,可以遵循这些指导方针。
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引用次数: 9
FarMyo: A Serious Game for Hand and Wrist Rehabilitation Using a Low-Cost Electromyography Device FarMyo:一款使用低成本肌电图设备进行手部和手腕康复的严肃游戏
Pub Date : 2019-06-24 DOI: 10.17083/ijsg.v6i2.290
Thiago V. V. Batista, L. Machado, A. Valença, R. Moraes
One of the strategies used in recent years to increase the commitment and motivation of patients undergoing rehabilitation is the use of graphical systems, such as virtual environments and serious games. In addition to contributing to the motivation, these systems can simulate real life activities and provide means to measure and assess user performance. The use of natural interaction devices, originally conceived for the game market, has allowed the development of low cost and minimally invasive rehabilitation systems. With the advent of natural interaction devices based on electromyography, the user's electromyographic data can also be used to build these systems. This paper shows the development of a serious game focused on aiding the rehabilitation process of patients with hand motor problems, targeting to solve problems related to cost, adaptability and patient motivation in this type of application. The game uses an electromyography device to recognize the gestures being performed by the user. A gesture recognition system was developed to detect new gestures, complementing the device's own recognition system, which is responsible for interpreting the signals. An initial evaluation of the game was conducted with professional physiotherapists.
近年来,用于提高患者康复承诺和动机的策略之一是使用图形系统,如虚拟环境和严肃游戏。除了有助于激励之外,这些系统还可以模拟现实生活中的活动,并提供测量和评估用户表现的方法。自然交互设备的使用,最初是为游戏市场设想的,已经允许开发低成本和微创康复系统。随着基于肌电图的自然交互设备的出现,用户的肌电图数据也可以用来构建这些系统。本文展示了一个专注于帮助手部运动问题患者康复过程的严肃游戏的开发,旨在解决此类应用中与成本,适应性和患者动机相关的问题。这款游戏使用肌电图设备来识别用户的手势。开发了一个手势识别系统来检测新的手势,补充设备本身的识别系统,该系统负责解释信号。游戏的初步评估是由专业物理治疗师进行的。
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引用次数: 11
Gamification concepts for leveraging knowledge sharing in Industry 4.0 利用工业4.0知识共享的游戏化概念
Pub Date : 2019-06-24 DOI: 10.17083/ijsg.v6i2.273
M. Tsourma, S. Zikos, G. Albanis, K. C. Apostolakis, E. E. Lithoxoidou, A. Drosou, D. Zarpalas, P. Daras, D. Tzovaras
This paper presents gamification concepts implemented by a gamification engine which is incorporated in a knowledge sharing web-based application. The engine aims at increasing user’s motivation and participation in knowledge sharing and training processes taking place on a factory’s shop floor, enhance socialization and support corrective feedback and positive reinforcement. In particular, it motivates workers to participate in discussions, propose solutions to work-related problems, and upload/view useful content even when being at the workplace. The gamification engine makes use of various gamification elements and is highly configurable in terms of management of gamified tasks. It is designed to support access by both standard display devices (PCs, tablets, mobile phones) as well as Mixed/Augmented Reality platforms, such as Microsoft HoloLens, which are gaining significant traction with industry verticals. The main novelty of the gamification concepts presented is the ability to utilize dynamic worker profile information which is stored in a central database, in order to improve the effectiveness of the gamified tasks, targeting at more effective usage of the knowledge sharing platform in the Industry 4.0 domain.
本文介绍了一个游戏化引擎实现的游戏化概念,该引擎被整合到一个基于web的知识共享应用程序中。该引擎旨在提高用户在工厂车间知识共享和培训过程中的积极性和参与度,增强社会化,支持纠正反馈和积极强化。特别是,它激励员工参与讨论,提出与工作有关的问题的解决方案,甚至在工作场所上传/查看有用的内容。游戏化引擎利用了各种游戏化元素,并且在管理游戏化任务方面具有高度可配置性。它旨在支持标准显示设备(pc,平板电脑,手机)以及混合/增强现实平台(如微软HoloLens)的访问,这些平台在垂直行业中获得了显著的吸引力。提出的游戏化概念的主要新颖之处在于能够利用存储在中央数据库中的动态工人个人资料信息,以提高游戏化任务的有效性,目标是更有效地利用工业4.0领域的知识共享平台。
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引用次数: 11
期刊
Int. J. Serious Games
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