Showing 521 - 540 results of 881 for search '"game design"', query time: 0.15s Refine Results
  1. 521

    Usability testing on game interface design using video-based behavior analysis by Ahmad, I., Abdullasim, N., Suaib, N. M.

    Published 2018
    “…Thus, at the end of this study, a method is proposed by incorporating user observation into usability evaluation of game design interfaces.…”
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    Article
  2. 522

    Review of gamified MOOC’s impact toward learner’s motivation in learning effectiveness context by Tan, Wei Kian, Sunar, Mohd. Shahrizal, Goh, Eg Su

    Published 2022
    “…A key design concept related to the MOOC is gamification design - the application of game design elements to non-gamification scenarios. …”
    Conference or Workshop Item
  3. 523

    MMZ: A Study on the Implementation of Mathematical Game-based Learning Tool by Nur Syaheera, Sulaiman, Hamzah Asyrani, Sulaiman, Nor Saradatul Akmar, Zulkifli, Tuty Asmawaty, Abdul Kadir

    Published 2023
    “…The proposed game will consist of mathematical questions and the game design will be focusing on a maze where user will have to search for a way out from the maze while going through the checkpoint within the maze. …”
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    Article
  4. 524

    A Design of Virtual Reality Based Game for Dual Enhancement of City Monuments and Brand Image by Yassine Aydi, Meriam Elleuch

    Published 2024-03-01
    “…The main research question focuses on empirically establishing the impact of virtual reality on video game design, including its influence on in-game cultural placement and its potential to enhance the retention of legacy game experiences within players’ memories. …”
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    Article
  5. 525

    Design strategies for VR science and education games from an embodied cognition perspective: a literature-based meta-analysis by Xiuyu Lin, Runbo Li, Zhirong Chen, Jiayi Xiong

    Published 2024-01-01
    “…A meta-analysis of 40 studies was conducted to examine teaching content, game interaction, and immersion mode.ResultsThe study found that (1) VR science and education games have a moderately positive impact on the overall learning effect; (2) regarding teaching content, the learning effect of skill training via VR science and education games is significant; (3) regarding interaction form, the learning effect on active interaction is significantly better than that of passive interaction; (4) regarding immersion mode, somatosensory VR games have a significant impact on the enhancement of students’ learning; (5) regarding application disciplines, VR science education games have a greater impact on science, engineering, language and other disciplines; (6) regarding academic segments, the learning effect on college students is most significant; and (7) regarding experimental intervention time, short-term intervention is most effective.DiscussionAccordingly, this article proposes strategies for VR science game design from the perspective of embodied cognition: a five-phase strategy including skill training, human-computer interaction, and environmental immersion, aiming to improve the learning effect and experience of users.…”
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  6. 526

    A Systematic Mapping on Player’s Profiles: Motivations, Behavior, and Personality Characteristics by Nayana Carneiro, David Miranda, Geórgia Pereira, Glaudiney Mendonça, Ticianne Darin

    Published 2022-10-01
    “…Such knowledge is a tool for designing games and gamified systems and can support game designers to promote engagement and motivation in complementary ways in their games. …”
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    Article
  7. 527

    Literacy at play: an analysis of media literacy games used to foster media literacy competencies by René Glas, Jasper van Vught, Timo Fluitsma, Teresa De La Hera, Salvador Gómez-García

    Published 2023-06-01
    “…This begs the question how these games generally frame and understand media literacy, what competencies and skills they actually focus on, and through which game design choices. This paper thus asks: how media literacy games are designed to foster media literacy? …”
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  8. 528

    Impact of gamification on green consumption behavior integrating technological awareness, motivation, enjoyment and virtual CSR by Muhammad Farrukh Shahzad, Shuo Xu, Obaid ul Rehman, Iqra Javed

    Published 2023-12-01
    “…Abstract Gamification entails integrating game design elements, including rewards, points, competition, and interactive challenges, into non-game contexts to engage and motivate individuals. …”
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    Article
  9. 529

    VREA PROJECT - A DIGITAL CURATOR FOR ARCHITECTURE AND DIGITAL PERSPECTIVES FOR HERITAGE MANAGEMENT AND ENHANCEMENT by J. Borucka, S. Parrinello

    Published 2023-06-01
    “…Virtual Reality Engineering and Game Design for Architecture and Cultural Heritage (VREA) will be a new Master’s degree course designed to generate a new professional figure in charge of the technological evolution and at the same time having critical sensitivity towards the architectural heritage, its conservation, and enhancement. …”
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    Article
  10. 530
  11. 531

    Key issues and pedagogical implications in the design of Digital Educational Escape rooms by Manuela Repetto, Barbara Bruschi, Melania Talarico

    Published 2023-05-01
    “…Nevertheless, the design of educational escape rooms is an essential process requiring a deep knowledge of both game design principles and learning design approaches. …”
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    Article
  12. 532

    Using PLS-SEM Model to Explore the Influencing Factors of Learning Satisfaction in Blended Learning by Chun-Hsiung Huang

    Published 2021-05-01
    “…Participants included 173 freshmen who took the first-year interactive game design course at Ling Tung University in Taichung, Taiwan. …”
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    Article
  13. 533

    Serious Game for VR Road Crossing in Special Needs Education by Qi Peng Tan, Lihui Huang, Di Xu, Yigang Cen, Qi Cao

    Published 2022-08-01
    “…The VR serious game operates on multiple types of platforms, with various user interaction inputs including the Microsoft Kinect sensor, keyboard, mouse, and touch screen. The game design and methodology will be described in this paper. …”
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  14. 534

    Development of a Virtual Reality Escape Room Game for Emotion Elicitation by Inês Oliveira, Vítor Carvalho, Filomena Soares, Paulo Novais, Eva Oliveira, Lisa Gomes

    Published 2023-09-01
    “…The primary objective of this study is to explore VR game design specifically for the elicitation of emotions, in combination with the Escape Room genre. …”
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    Article
  15. 535

    Gamify Online Courses with Tools Built into Your Learning Management System (LMS) to Enhance Self-Determined and Active Learning by Cheng-Chia (Brian) Chen

    Published 2018-09-01
    “…However, the costs to use an educational game design with efficient delivery of the game/course plan can be problematic. …”
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    Article
  16. 536

    Mastering uncertainty: A predictive processing account of enjoying uncertain success in video game play by Sebastian Deterding, Sebastian Deterding, Marc Malmdorf Andersen, Julian Kiverstein, Mark Miller, Mark Miller

    Published 2022-07-01
    “…Why do we seek out and enjoy uncertain success in playing games? Game designers and researchers suggest that games whose challenges match player skills afford engaging experiences of achievement, competence, or effectance—of doing well. …”
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  17. 537
  18. 538

    Development and testing of the Prev’Quedas game for older adults in the community: a descriptive study by Jamylle Lucas Diniz, Janaína Fonseca Victor Coutinho, Marília Braga Marques, Ismayle de Sousa Santos, Rachel Gabriel Bastos Barbosa, Rávida da Rocha Lima Silva, Débora dos Reis Soares Ferreira, Maria Júlia Barbosa Muniz

    Published 2022-10-01
    “…Methods: a descriptive study, carried out through the use of game design elements (narrative, mechanics, aesthetics and technology), the Health Promotion Model, assessment by experts and testing with older adults. …”
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    Article
  19. 539

    Gamification for behavior change: A scientometric review by Simone Bassanelli, Nicola Vasta, Antonio Bucchiarone, Annapaola Marconi

    Published 2022-08-01
    “…Gamification, which refers to the use of game design elements in non-game contexts, provides similar experiences and motivations as games do; this makes gamification a useful approach to promote positive behaviors. …”
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    Article
  20. 540