首页 > 最新文献

International Journal of Computer Games Technology最新文献

英文 中文
A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos 基于模糊集的 360 度视频教育性严肃游戏模型
IF 2.5 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-16 DOI: 10.1155/2023/4960452
Zildomar Carlos Felix, L. S. Machado, Rodrigo Pinheiro de Toledo Vianna, Ronei Marcos de Moraes
Currently, the use of 360° videos combined with virtual reality (VR) techniques in the educational context has been considered a promising field of research. However, there is still a shortage not only of educational serious games (ESG) that implement such resources but also of models that can enhance the player’s experience and evaluate their performance. This work presents a decision model for SGE with 360° videos. The model was developed from artificial intelligence (AI) techniques with the aim of enhancing the player’s learning using immersion mechanisms and pedagogical reinforcement strategies based on the player’s experience and performance evaluation. The model was integrated into the SG The Mystery of Pandora to evaluate its efficiency. The game was evaluated with a sample of 52 participants aged between 13 and 63 ( M = 33.55 , SD = 12.14 ). The results showed adjustments made by the model in the final performance of the players based on their exploration in the 360° videos. Such adjustments allowed identifying players with learning difficulties and recommending pedagogical reinforcement to enhance learning. It was also possible to verify that players would win the game without the minimum knowledge expected about the subject if the decision model was not used.
目前,360° 视频与虚拟现实(VR)技术在教育领域的结合使用已被视为一个前景广阔的研究领域。然而,目前不仅缺乏能实施此类资源的严肃教育游戏(ESG),而且也缺乏能增强玩家体验和评估玩家表现的模型。本作品介绍了一种 360° 视频严肃教育游戏决策模型。该模型是利用人工智能(AI)技术开发的,目的是根据玩家的体验和表现评估,利用沉浸机制和教学强化策略提高玩家的学习效果。该模型被集成到 SG《潘多拉之谜》中,以评估其效率。该游戏由 52 名年龄在 13 至 63 岁之间的参与者进行了评估(中=33.55,小=12.14)。结果显示,模型根据玩家在 360° 视频中的探索情况对其最终表现进行了调整。这种调整可以识别出有学习困难的选手,并建议加强教学以提高学习效果。此外,还可以验证,如果不使用决策模型,玩家在没有对该主题的最低预期知识的情况下也能赢得游戏。
{"title":"A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos","authors":"Zildomar Carlos Felix, L. S. Machado, Rodrigo Pinheiro de Toledo Vianna, Ronei Marcos de Moraes","doi":"10.1155/2023/4960452","DOIUrl":"https://doi.org/10.1155/2023/4960452","url":null,"abstract":"Currently, the use of 360° videos combined with virtual reality (VR) techniques in the educational context has been considered a promising field of research. However, there is still a shortage not only of educational serious games (ESG) that implement such resources but also of models that can enhance the player’s experience and evaluate their performance. This work presents a decision model for SGE with 360° videos. The model was developed from artificial intelligence (AI) techniques with the aim of enhancing the player’s learning using immersion mechanisms and pedagogical reinforcement strategies based on the player’s experience and performance evaluation. The model was integrated into the SG The Mystery of Pandora to evaluate its efficiency. The game was evaluated with a sample of 52 participants aged between 13 and 63 ( M = 33.55 , SD = 12.14 ). The results showed adjustments made by the model in the final performance of the players based on their exploration in the 360° videos. Such adjustments allowed identifying players with learning difficulties and recommending pedagogical reinforcement to enhance learning. It was also possible to verify that players would win the game without the minimum knowledge expected about the subject if the decision model was not used.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":"48 4","pages":""},"PeriodicalIF":2.5,"publicationDate":"2023-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139270391","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Construction and Application of a Cloud Editing Digital Museum Oriented to Virtual Tour 面向虚拟漫游的云编辑数字博物馆的构建与应用
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-09 DOI: 10.1155/2023/7132476
Yuhui Yang, Zhongxian Bai, Hao Zhang, Yongchao Wang
The COVID-19 pandemic has accelerated the digital transformation of museums, and online virtual tours have become an important development direction for the cultural inheritance of museums in the present and future. Therefore, there is an urgent need for appropriate digital museum spaces to attract virtual tours of visitors. Firstly, the paper introduces the current situation of the digital transformation of museums around the world under the background of the COVID-19 pandemic and analyzes the challenges of digital museums in supporting virtual tours. Secondly, aiming at these challenges, we design a cloud editing digital museum architecture and develop a cloud editing digital museum system based on the requirement survey. Finally, the paper introduces the application cases and effects of the cloud editing digital museum system, such as the Zhejiang University History Museum and the China National Silk Museum, and analyzes them with the SWOT method. The SWOT analysis shows that the cloud editing digital museum has advantages in the virtual tour, such as the rapid construction of virtual museums, cost savings, update and maintenance, gamification experience, multiterminal support, immersion and fun, and maintaining visitors’ loyalty. It can provide a reference for museums’ digital transformation research and cultural inheritance applications.
新冠肺炎疫情加速了博物馆数字化转型,在线虚拟导览已成为当前和未来博物馆文化传承的重要发展方向。因此,迫切需要合适的数字博物馆空间来吸引游客的虚拟参观。本文首先介绍了新冠疫情背景下全球博物馆数字化转型的现状,分析了数字博物馆在支持虚拟导览方面面临的挑战。其次,针对这些挑战,设计了云编辑数字博物馆架构,并在需求调研的基础上开发了云编辑数字博物馆系统。最后,介绍了浙江大学历史博物馆、中国丝绸博物馆等云编辑数字博物馆系统的应用案例和效果,并运用SWOT方法进行了分析。通过SWOT分析可知,云编辑数字博物馆在虚拟游览中具有虚拟博物馆快速建设、节约成本、更新维护、游戏化体验、多终端支持、沉浸感和趣味性、保持游客忠诚度等优势。可为博物馆数字化转型研究和文化传承应用提供参考。
{"title":"The Construction and Application of a Cloud Editing Digital Museum Oriented to Virtual Tour","authors":"Yuhui Yang, Zhongxian Bai, Hao Zhang, Yongchao Wang","doi":"10.1155/2023/7132476","DOIUrl":"https://doi.org/10.1155/2023/7132476","url":null,"abstract":"The COVID-19 pandemic has accelerated the digital transformation of museums, and online virtual tours have become an important development direction for the cultural inheritance of museums in the present and future. Therefore, there is an urgent need for appropriate digital museum spaces to attract virtual tours of visitors. Firstly, the paper introduces the current situation of the digital transformation of museums around the world under the background of the COVID-19 pandemic and analyzes the challenges of digital museums in supporting virtual tours. Secondly, aiming at these challenges, we design a cloud editing digital museum architecture and develop a cloud editing digital museum system based on the requirement survey. Finally, the paper introduces the application cases and effects of the cloud editing digital museum system, such as the Zhejiang University History Museum and the China National Silk Museum, and analyzes them with the SWOT method. The SWOT analysis shows that the cloud editing digital museum has advantages in the virtual tour, such as the rapid construction of virtual museums, cost savings, update and maintenance, gamification experience, multiterminal support, immersion and fun, and maintaining visitors’ loyalty. It can provide a reference for museums’ digital transformation research and cultural inheritance applications.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":" 11","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135241706","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Deep Generative Modeling Based on VAE-GAN for 3D Indoor Scene Synthesis 基于VAE-GAN的三维室内场景合成深度生成建模
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-20 DOI: 10.1155/2023/3368647
Shuai Li, Hongjun Li
With the advancement of virtual reality and 3D game technology, the demand for high-quality 3D indoor scene generation has surged. Addressing this need, this paper presents a method leveraging a VAE-GAN-based framework to conquer two primary challenges in 3D scene representation and deep generative networks. First, we introduce a matrix representation to encode fine-grained object attributes, alongside a complete graph to implicitly capture object spatial relations—effectively encapsulating both local and global scene structures. Second, we devise a unique generative framework based on VAE-GAN and the Bayesian optimization. This framework learns a Gaussian distribution of encoded object attributes through a VAE-GAN network, allowing for sampling and decoding of the distribution to generate new object attributes. Subsequently, a U-Net is employed to learn spatial relations between objects. Lastly, the Bayesian optimization module amalgamates the generated object attributes, spatial relations, and priors learned from data, conducting global optimization to generate a logical scene layout. Experimental results on a large-scale 3D indoor scene dataset substantiate that our method effectively learns inter-object relations and generates diverse and plausible indoor scenes. Comparative experiments and user studies further validate that our method surpasses the current state-of-the-art techniques in indoor scene generation and is comparable to real training scenes.
随着虚拟现实和3D游戏技术的进步,对高质量3D室内场景生成的需求激增。针对这一需求,本文提出了一种利用基于vae - gan的框架来克服3D场景表示和深度生成网络中的两个主要挑战的方法。首先,我们引入矩阵表示来编码细粒度对象属性,同时引入完整图来隐式捕获对象空间关系,从而有效地封装局部和全局场景结构。其次,我们设计了一个独特的基于VAE-GAN和贝叶斯优化的生成框架。该框架通过VAE-GAN网络学习编码对象属性的高斯分布,允许对分布进行采样和解码以生成新的对象属性。随后,使用U-Net学习对象之间的空间关系。最后,贝叶斯优化模块将生成的对象属性、空间关系和从数据中学习到的先验信息进行全局优化,生成逻辑场景布局。在大规模三维室内场景数据集上的实验结果表明,该方法可以有效地学习物体间的关系,生成多样、可信的室内场景。对比实验和用户研究进一步验证了我们的方法在室内场景生成方面超越了当前最先进的技术,并且与真实的训练场景相当。
{"title":"Deep Generative Modeling Based on VAE-GAN for 3D Indoor Scene Synthesis","authors":"Shuai Li, Hongjun Li","doi":"10.1155/2023/3368647","DOIUrl":"https://doi.org/10.1155/2023/3368647","url":null,"abstract":"With the advancement of virtual reality and 3D game technology, the demand for high-quality 3D indoor scene generation has surged. Addressing this need, this paper presents a method leveraging a VAE-GAN-based framework to conquer two primary challenges in 3D scene representation and deep generative networks. First, we introduce a matrix representation to encode fine-grained object attributes, alongside a complete graph to implicitly capture object spatial relations—effectively encapsulating both local and global scene structures. Second, we devise a unique generative framework based on VAE-GAN and the Bayesian optimization. This framework learns a Gaussian distribution of encoded object attributes through a VAE-GAN network, allowing for sampling and decoding of the distribution to generate new object attributes. Subsequently, a U-Net is employed to learn spatial relations between objects. Lastly, the Bayesian optimization module amalgamates the generated object attributes, spatial relations, and priors learned from data, conducting global optimization to generate a logical scene layout. Experimental results on a large-scale 3D indoor scene dataset substantiate that our method effectively learns inter-object relations and generates diverse and plausible indoor scenes. Comparative experiments and user studies further validate that our method surpasses the current state-of-the-art techniques in indoor scene generation and is comparable to real training scenes.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136264471","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Trajectory Tracking of Autonomous Ground Vehicles with Actuator Dead Zones 带有执行器死区的自主地面车辆轨迹跟踪
IF 2.5 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2021-12-24 DOI: 10.1155/2021/2914190
Pengfei Zhang, Qiyuan Chen, Tingting Yang
This paper investigates the trajectory tracking problem of autonomous ground vehicles (AGVs). The dynamics considered feature external disturbances, model uncertainties, and actuator dead zones. First, a novel time-varying yaw guidance law is proposed based on the line of sight method. By a state transformation, the AGV is proved to realize trajectory tracking control under the premise of eliminating guidance deviation. Second, a fixed time dead zone compensation control method is introduced to ensure the yaw angle tracking of the presented guidance. Furthermore, an improved fixed-time disturbance observer is proposed to compensate for the influence of the actuator dead zone on disturbance observation. Finally, the trajectory tracking control strategy is designed, and simulation comparison shows the effectiveness of the compensate method. The CarSim–MATLAB cosimulation shows that the proposed control strategy effectively makes the AGV follow the reference trajectory.
本文研究了自动地面车辆的轨迹跟踪问题。所考虑的动力学特征包括外部扰动、模型不确定性和致动器死区。首先,在视线法的基础上,提出了一种新的时变偏航制导律。通过状态变换,证明AGV在消除制导偏差的前提下实现了轨迹跟踪控制。其次,引入了一种固定时间死区补偿控制方法,以确保所提出的制导系统的偏航角跟踪。此外,提出了一种改进的固定时间扰动观测器,以补偿执行器死区对扰动观测的影响。最后,设计了轨迹跟踪控制策略,仿真比较表明了补偿方法的有效性。CarSim–MATLAB联合仿真表明,所提出的控制策略有效地使AGV遵循参考轨迹。
{"title":"Trajectory Tracking of Autonomous Ground Vehicles with Actuator Dead Zones","authors":"Pengfei Zhang, Qiyuan Chen, Tingting Yang","doi":"10.1155/2021/2914190","DOIUrl":"https://doi.org/10.1155/2021/2914190","url":null,"abstract":"This paper investigates the trajectory tracking problem of autonomous ground vehicles (AGVs). The dynamics considered feature external disturbances, model uncertainties, and actuator dead zones. First, a novel time-varying yaw guidance law is proposed based on the line of sight method. By a state transformation, the AGV is proved to realize trajectory tracking control under the premise of eliminating guidance deviation. Second, a fixed time dead zone compensation control method is introduced to ensure the yaw angle tracking of the presented guidance. Furthermore, an improved fixed-time disturbance observer is proposed to compensate for the influence of the actuator dead zone on disturbance observation. Finally, the trajectory tracking control strategy is designed, and simulation comparison shows the effectiveness of the compensate method. The CarSim–MATLAB cosimulation shows that the proposed control strategy effectively makes the AGV follow the reference trajectory.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":"1 1","pages":""},"PeriodicalIF":2.5,"publicationDate":"2021-12-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46152289","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
An Inheritance Mode of Rural Cultural Heritage Based on Virtual Museum in China 基于虚拟博物馆的中国乡村文化遗产传承模式
IF 2.5 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2021-08-06 DOI: 10.1155/2021/4787991
Yuhui Yang, Hao Zhang, Mo Chen, Youbin Jiang, Huifang Chai
In China, there is a crisis of rural cultural heritage inheritance due to urbanization. The traditional cultural inheritance modes such as building museums may not satisfy the needs of wide and fast culture transmission, communication, and inheritance. However, the virtual museum may provide new solutions. Nowadays, China has essential social-economic conditions for virtual museum construction but lacks sustainable modes for virtual museums supporting rural cultural heritage inheritance. In this study, we adopted the theoretical analysis method, expert argumentative method, and combined with virtual museum technology analysis to design an appropriate mode for the cultural heritage’s inheritance in rural areas. We built a demonstrational virtual museum for the Mt. Mogan government according to this mode, adopted a comparative analysis and questionnaire survey to verify, and assess the application effects of the mode. Results show that the inheritance mode of rural cultural heritage based on the virtual museum has advantages of larger exhibition scale and wider scope of cultural transmission and communication with less input, and this mode’s operation is steady and sustainable. The inheritance crisis of rural cultural heritage needs reasonable solutions, and our results can be a guideline for building virtual museums in rural areas to promote wide, fast, and sustainable cultural inheritance.
在中国,由于城市化的原因,存在着农村文化遗产传承危机。传统的文化传承模式,如建立博物馆,可能无法满足文化广泛快速传播、交流和传承的需要。然而,虚拟博物馆可能会提供新的解决方案。目前,中国已具备虚拟博物馆建设的必要社会经济条件,但缺乏支持农村文化遗产传承的可持续虚拟博物馆模式。本研究采用理论分析法、专家论证法,结合虚拟博物馆技术分析,设计了一种适合农村文化遗产传承的模式。根据该模式,我们为莫干山政府构建了一个示范性的虚拟博物馆,并采用比较分析和问卷调查的方法进行验证,评估该模式的应用效果。结果表明,基于虚拟博物馆的乡村文化遗产传承模式具有展览规模大、文化传播和交流范围广、投入少的优势,且运行稳定、可持续。农村文化遗产的传承危机需要合理的解决方案,我们的研究结果可以为在农村地区建立虚拟博物馆以促进广泛、快速和可持续的文化传承提供指导。
{"title":"An Inheritance Mode of Rural Cultural Heritage Based on Virtual Museum in China","authors":"Yuhui Yang, Hao Zhang, Mo Chen, Youbin Jiang, Huifang Chai","doi":"10.1155/2021/4787991","DOIUrl":"https://doi.org/10.1155/2021/4787991","url":null,"abstract":"In China, there is a crisis of rural cultural heritage inheritance due to urbanization. The traditional cultural inheritance modes such as building museums may not satisfy the needs of wide and fast culture transmission, communication, and inheritance. However, the virtual museum may provide new solutions. Nowadays, China has essential social-economic conditions for virtual museum construction but lacks sustainable modes for virtual museums supporting rural cultural heritage inheritance. In this study, we adopted the theoretical analysis method, expert argumentative method, and combined with virtual museum technology analysis to design an appropriate mode for the cultural heritage’s inheritance in rural areas. We built a demonstrational virtual museum for the Mt. Mogan government according to this mode, adopted a comparative analysis and questionnaire survey to verify, and assess the application effects of the mode. Results show that the inheritance mode of rural cultural heritage based on the virtual museum has advantages of larger exhibition scale and wider scope of cultural transmission and communication with less input, and this mode’s operation is steady and sustainable. The inheritance crisis of rural cultural heritage needs reasonable solutions, and our results can be a guideline for building virtual museums in rural areas to promote wide, fast, and sustainable cultural inheritance.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":" ","pages":""},"PeriodicalIF":2.5,"publicationDate":"2021-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49191945","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Comparative Effectiveness of Simulation versus Serious Game for Training Nursing Students in Cardiopulmonary Resuscitation: A Randomized Control Trial 模拟与严肃游戏在护理学生心肺复苏训练中的比较效果:一项随机对照试验
IF 2.5 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2021-03-24 DOI: 10.1155/2021/6695077
Z. Farsi, Mahdi Yazdani, Samantha Butler, M. Nezamzadeh, J. Mirlashari
Background. The proper implementation of cardiopulmonary resuscitation (CPR) is crucial in saving patients. Purpose. This study was aimed at evaluating the difference in educating nursing students on CPR when using the traditional simulation training with a mannequin versus a more novel serious game training on the smartphone platform. Methods. This randomized control trial was conducted in 2018-2019. Through purposive sampling, 56 nursing students were selected and randomly assigned to three groups: a simulation-based CPR training, CPR training using a serious game on the smartphone platform, and a control group that received no CPR training. Each student was evaluated pre- and posttraining on CPR knowledge and skill. Results. Both the simulation and serious game training groups increased CPR abilities two weeks after training. The control group did not show improvement in skill or knowledge of CPR. The simulation and serious game intervention groups demonstrated better scores on the knowledge questionnaire and on the CPR skill demonstration in comparison to the control group. However, the simulation group and the serious game group showed no significant difference in knowledge ( 9.55 ± 2.81 vs. 7.77 ± 2.46 ; p = 0.065 ) or CPR skill demonstration ( 27.17 ± 2.81 vs. 25.72 ± 3.98 ; p = 0.988 ). The overall scores for CPR knowledge did not meet minimum expectations (70% score) in either the simulation (47.75%) or serious game (38.85%) group. However, both groups demonstrated adequate CPR skill on demonstration (simulation 87.64% and serious game 83.06%). Conclusions. Both the simulation and serious game training groups were found to increase CPR skill. CPR training would likely benefit from a multimodal approach to education.
背景。正确实施心肺复苏术对抢救患者至关重要。目的。本研究旨在评估使用传统的人体模型模拟训练与在智能手机平台上更新颖的严肃游戏训练在护理学生心肺复苏术教育方面的差异。方法。该随机对照试验于2018-2019年进行。通过有目的抽样,选择56名护理专业学生,随机分为三组:基于模拟的心肺复苏训练组,使用智能手机平台上的严肃游戏进行心肺复苏训练组,以及未接受心肺复苏训练的对照组。每位学生在培训前和培训后接受心肺复苏术知识和技能评估。结果。模拟和严肃游戏训练组在训练两周后都提高了心肺复苏术的能力。对照组在心肺复苏术的技能和知识方面没有表现出改善。模拟和严肃游戏干预组在知识问卷和心肺复苏术技能演示方面的得分高于对照组。而模拟组与严肃游戏组的知识水平差异无统计学意义(9.55±2.81 vs. 7.77±2.46;p = 0.065)或CPR技能演示(27.17±2.81∶25.72±3.98;P = 0.988)。在模拟组(47.75%)和严肃游戏组(38.85%)中,心肺复苏知识的总体得分均未达到最低期望值(70%)。然而,两组在示范上均表现出足够的心肺复苏技能(模拟87.64%,严肃游戏83.06%)。结论。研究发现,模拟和严肃游戏训练组都能提高心肺复苏技能。心肺复苏术培训可能受益于多模式的教育方法。
{"title":"Comparative Effectiveness of Simulation versus Serious Game for Training Nursing Students in Cardiopulmonary Resuscitation: A Randomized Control Trial","authors":"Z. Farsi, Mahdi Yazdani, Samantha Butler, M. Nezamzadeh, J. Mirlashari","doi":"10.1155/2021/6695077","DOIUrl":"https://doi.org/10.1155/2021/6695077","url":null,"abstract":"Background. The proper implementation of cardiopulmonary resuscitation (CPR) is crucial in saving patients. Purpose. This study was aimed at evaluating the difference in educating nursing students on CPR when using the traditional simulation training with a mannequin versus a more novel serious game training on the smartphone platform. Methods. This randomized control trial was conducted in 2018-2019. Through purposive sampling, 56 nursing students were selected and randomly assigned to three groups: a simulation-based CPR training, CPR training using a serious game on the smartphone platform, and a control group that received no CPR training. Each student was evaluated pre- and posttraining on CPR knowledge and skill. Results. Both the simulation and serious game training groups increased CPR abilities two weeks after training. The control group did not show improvement in skill or knowledge of CPR. The simulation and serious game intervention groups demonstrated better scores on the knowledge questionnaire and on the CPR skill demonstration in comparison to the control group. However, the simulation group and the serious game group showed no significant difference in knowledge ( 9.55 ± 2.81 vs. 7.77 ± 2.46 ; p = 0.065 ) or CPR skill demonstration ( 27.17 ± 2.81 vs. 25.72 ± 3.98 ; p = 0.988 ). The overall scores for CPR knowledge did not meet minimum expectations (70% score) in either the simulation (47.75%) or serious game (38.85%) group. However, both groups demonstrated adequate CPR skill on demonstration (simulation 87.64% and serious game 83.06%). Conclusions. Both the simulation and serious game training groups were found to increase CPR skill. CPR training would likely benefit from a multimodal approach to education.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":"1 1","pages":"6695077:1-6695077:12"},"PeriodicalIF":2.5,"publicationDate":"2021-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"64763675","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
A Meta-Analysis of Use of Serious Games in Education over a Decade 十多年来严肃游戏在教育中使用的Meta分析
IF 2.5 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-02-03 DOI: 10.1155/2019/4797032
Zhonggen Yu
It seems necessary to review the literature to explore the effectiveness of serious games in education, since the number of studies on serious games is surging up. This study systematically reviewed the literature within around a recent decade. The trend of the number of publications related to use of serious games in education was firstly clarified based on the data retrieved from major databases. Secondly, various factors were determined that influenced the effect of serious game assisted learning. The major section identified both advantages and disadvantages of use of serious games in education. Use of serious games in medical science has been rising in a recent decade, which is thus highlighted in this study. Attitudes toward use of serious games in education were explored, as well as the new development of use of serious games in education. Future theoretical and practical exploration might need interdisciplinary cooperation.
鉴于对严肃游戏的研究数量激增,有必要回顾文献来探索严肃游戏在教育中的有效性。这项研究系统地回顾了近十年来的文献。根据从主要数据库检索的数据,首次阐明了与在教育中使用严肃游戏有关的出版物数量的趋势。其次,确定了影响严肃游戏辅助学习效果的各种因素。主要部分确定了在教育中使用严肃游戏的优点和缺点。近十年来,严肃游戏在医学科学中的使用一直在增加,这一点在本研究中得到了强调。探讨了人们对在教育中使用严肃游戏的态度,以及在教育中应用严肃游戏的新发展。未来的理论和实践探索可能需要跨学科合作。
{"title":"A Meta-Analysis of Use of Serious Games in Education over a Decade","authors":"Zhonggen Yu","doi":"10.1155/2019/4797032","DOIUrl":"https://doi.org/10.1155/2019/4797032","url":null,"abstract":"It seems necessary to review the literature to explore the effectiveness of serious games in education, since the number of studies on serious games is surging up. This study systematically reviewed the literature within around a recent decade. The trend of the number of publications related to use of serious games in education was firstly clarified based on the data retrieved from major databases. Secondly, various factors were determined that influenced the effect of serious game assisted learning. The major section identified both advantages and disadvantages of use of serious games in education. Use of serious games in medical science has been rising in a recent decade, which is thus highlighted in this study. Attitudes toward use of serious games in education were explored, as well as the new development of use of serious games in education. Future theoretical and practical exploration might need interdisciplinary cooperation.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":"2019 1","pages":"1-8"},"PeriodicalIF":2.5,"publicationDate":"2019-02-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1155/2019/4797032","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49300417","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 52
An application of a game development framework in higher education 游戏开发框架在高等教育中的应用
IF 2.5 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2009-01-01 DOI: 10.1201/b13126-16
WangAlf Inge, WuBian
This paper describes how a game development framework was used as a learning aid in a software engineering. Games can be used within higher education in various ways to promote student participatio...
本文描述了如何将游戏开发框架用作软件工程中的学习辅助工具。游戏可以在高等教育中以各种方式促进学生的参与。
{"title":"An application of a game development framework in higher education","authors":"WangAlf Inge, WuBian","doi":"10.1201/b13126-16","DOIUrl":"https://doi.org/10.1201/b13126-16","url":null,"abstract":"This paper describes how a game development framework was used as a learning aid in a software engineering. Games can be used within higher education in various ways to promote student participatio...","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":"1 1","pages":""},"PeriodicalIF":2.5,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"65976372","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
International Journal of Computer Games Technology
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1