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Preface

机译:前言

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摘要

The second GALA Conference was held during October 23-25 at the Dassault Systemes (Paris). The Serious Games Society supported and organized the conference along with the Games and Learning Association, the Network of Excellence on Serious Games funded by the European Union under the Seventh Framework Programme. The conference has been devoted to Serious Games (SGs) and aimed at gathering, building, and nurturing an expert community on SGs which involves academic, industrial developers, teachers, and corporate decision makers, to promote knowledge share, technology transfer, and business development. SGs aim at improving learning processes by providing attractive, motivating, and effective tools. So far, effectiveness of SGs has been shown by recent studies (e.g.,), but the potential of SGs in education is still far to be fulfilled. Furthermore, there is a growing need for scientific and engineering methods and tools for efficiently building games as means that provide effective learning experiences (e.g.,). An effective application of SGs for education and training demands appropriate metrics, analytics, tools, and techniques for in-game user assessment. This can be achieved in particular by measuring elements such as learning outcomes and engagement, considering the twofold nature of SGs as compelling games that achieve precise educational goals (e.g.,). Recent technological advances have brought what was once expensive, specialized Human-Computer Interaction (HCI) equipment located in research labs, to our family rooms and classes at an affordable cost. Devices such as stereo cameras, eye trackers, tablets and smartphones, pointing devices, motion sensors, sensors related to the central and peripheral nervous systems (e.g., galvanic skin response, heart rate, neuronal activity), amongst others, not only provide innovative interaction methods and techniques, but also present opportunities to develop innovative solutions for continuous user monitoring and assessment (e.g.,). All in all, design of SGs is a very complex activity, involving different constraints, targets, and disciplines, which is being investigated but is still far from maturity. This book reports the studies presented during the conference, addressing the above-mentioned call for paper indications. The book is divided into two parts. The first and main part includes three SG research tracks: design, technology, and application. The second part reports the results of the Workshop "Acquiring 21st Century Skills: gaining insight in the design and applicability of a serious game with 4C-ID" and presents short papers describing the posters exhibited during the conference.
机译:第二届GALA会议于10月23日至25日在达索系统(巴黎)举行。严肃游戏协会与游戏和学习协会,由欧盟根据第七框架计划资助的严肃游戏卓越网络一起,支持并组织了这次会议。该会议专门针对严肃游戏(SG),旨在收集,建立和培养有关SG的专家社区,该社区由学术界,行业开发商,教师和企业决策者参与,以促进知识共享,技术转让和业务发展。 SG旨在通过提供有吸引力的,激励性的和有效的工具来改善学习过程。迄今为止,SG的有效性已由最近的研究(例如)显示出来,但是SG在教育中的潜力仍未实现。此外,对于用于有效构建游戏作为提供有效学习体验(例如)的手段的科学和工程方法和工具的需求日益增长。 SG在教育和培训中的有效应用需要适当的指标,分析,工具和技术来进行游戏中用户评估。可以通过衡量学习成果和参与度等要素来实现这一目标,并考虑到SG的双重性质,即达到精确教育目标(例如)的引人注目的游戏。最新的技术进步已将位于研究实验室的曾经昂贵的专用人机交互(HCI)设备带到了我们的家庭教室和教室,且价格合理。诸如立体摄像机,眼动仪,平板电脑和智能手机之类的设备,指向设备,运动传感器,与中枢和周围神经系统有关的传感器(例如皮肤电反应,心率,神经元活动)等等,不仅提供创新的互动方法和技术,但也提供了开发创新解决方案以进行连续用户监视和评估的机会(例如)。总而言之,SG的设计是一项非常复杂的活动,涉及不同的约束,目标和学科,目前正在研究中,但还远远不够成熟。本书报告了会议期间提出的研究,旨在解决上述对纸质适应症的呼吁。全书分为两部分。第一部分是主体研究的三个主要方向:设计,技术和应用。第二部分报告了“获取21世纪技能:深入了解具有4C-ID的严肃游戏的设计和适用性”研讨会的结果,并提供了简短的论文,描述了会议期间展示的海报。

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