The Experimental Method as an Evaluation Tool in Serious Games Research and Development

Author(s):  
Nataliya V. Bogacheva
Aerospace ◽  
2021 ◽  
Vol 8 (3) ◽  
pp. 74
Author(s):  
Alejandro Sobron ◽  
David Lundström ◽  
Petter Krus

Testing of untethered subscale models, often referred to as subscale flight testing, has traditionally had a relatively minor, yet relevant use in aeronautical research and development. As recent advances in electronics, rapid prototyping and unmanned-vehicle technologies expand its capabilities and lower its cost, this experimental method is seeing growing interest across academia and the industry. However, subscale models cannot meet all similarity conditions required for simulating full-scale flight. This leads to a variety of approaches to scaling and to other alternative applications. Through a literature review and analysis of different scaling strategies, this study presents an overall picture of how subscale flight testing has been used in recent years and synthesises its main issues and practical limitations. Results show that, while the estimation of full-scale characteristics is still an interesting application within certain flight conditions, subscale models are progressively taking a broader role as low-cost technology-testing platforms with relaxed similarity constraints. Different approaches to tackle the identified practical challenges, implemented both by the authors and by other organisations, are discussed and evaluated through flight experiments.


Author(s):  
A. M. Middleton ◽  
R. P. Harte ◽  
T. E. Ward

This chapter reviews Ambient Assisted Living (AAL) in the context of movement-based rehabilitation. The authors analyse the need for AAL solutions and how they can overcome many of the drawbacks associated with traditional rehabilitation. They discuss the benefits and challenges of rehabilitation within the AAL paradigm and the well-known benefits that the telerehabilitation and telemedicine models have already established. The authors review the top ambient technologies in use today, detailing their advantages and shortcomings. The review focuses primarily on areas such as motion capture, serious games, and robotic rehabilitation. The authors carry out a structured search of two well-known databases to find the most recent advances and present the most interesting lines of research and development. Finally, the authors discuss the review findings and draw conclusions on the future of personalised rehabilitation within an AAL paradigm.


2019 ◽  
Vol 7 (3) ◽  
Author(s):  
Nengsih Nengsih ◽  
Abdurrani Muin ◽  
Iskandar A M

The research aim to determine the effect of the use of phytohormone extracts of red onion (Allium cepa), stem cuttings material and the interaction of phytohormone extracts of A. cepa with stem cuttings material on the growth of mulberry (Morus multicaulis) plants. This research was conducted at the Research and Development Institute of Tanjungpura University from March to May 2019. The method of research was an experimental method with a Split Plot Design. The treatments consisted of the stem cutting materials (base, middle and shoot) as the main plot and the dose of shallots extract (0 g/l, 500 g/l and 1000 g/l) as subplots. Each treatment consisted of three groups, so that the total of treatments were 27 plots. The results showed that only the dose of shallots extract which significant influented on the M. multicaulis  growth. Whereas the stem cutting materials and interactionsof both were did not effect significantly. The highest of murbei growth was obtained at 1000 g/l of shallot extract on 6,52% of the leaves number, 500 g/l of branch length 4,52% and 3.88% of the roots number. Thus, the extract of A. cepa L can be used as an alternative for plant growth, especially M. multultulis plants.Keywords: Mulberry, stem cuttings, phytohormone.


2020 ◽  
Vol 20 (3) ◽  
Author(s):  
Tim Tews ◽  
Greg Skulmoski ◽  
Craig Langston ◽  
Alan Patching

More educators use serious games (e.g., games where the primary objective is learning rather than enjoyment) to enhance learning due to benefits such as improved understanding and engagement. However, using serious games within project management education is not well understood. The aim of this research is to investigate project management serious games in higher education: i) determine the extent of gamification in PMI-accredited project management programs, and ii) survey university students about their experiences playing project management serious games. Two separate mixed-method studies reveal insights about serious games in higher education and where innovations may be leveraged. Traditional statistics were used to analyze quantitative data, and coding was used to analyze the qualitative data. The results from a global survey of ten PMI-accredited university programs suggest that serious games are embryonic but promising. A case study at one university reveals that students enjoy learning through games but caution against using games to formally assess students’ learning. The paper concludes with recommendations for further research and development.


Gamification ◽  
2015 ◽  
pp. 1688-1705
Author(s):  
A. M. Middleton ◽  
R. P. Harte ◽  
T. E. Ward

This chapter reviews Ambient Assisted Living (AAL) in the context of movement-based rehabilitation. The authors analyse the need for AAL solutions and how they can overcome many of the drawbacks associated with traditional rehabilitation. They discuss the benefits and challenges of rehabilitation within the AAL paradigm and the well-known benefits that the telerehabilitation and telemedicine models have already established. The authors review the top ambient technologies in use today, detailing their advantages and shortcomings. The review focuses primarily on areas such as motion capture, serious games, and robotic rehabilitation. The authors carry out a structured search of two well-known databases to find the most recent advances and present the most interesting lines of research and development. Finally, the authors discuss the review findings and draw conclusions on the future of personalised rehabilitation within an AAL paradigm.


Author(s):  
Pirashanthie Vivekananda-Schmidt

This chapter discusses (1) what is required to design games that are ethical and (2) the integration of ethico-legal perspectives related to the learning outcomes in the design of serious games for healthcare training, and the challenges around both these goals. An interdisciplinary perspective is taken and evidence from medicine, healthcare, psychology, and computer science is applied in discussing the identified issues and in developing recommendations for future research and development.


Enfoque UTE ◽  
2018 ◽  
Vol 9 (1) ◽  
pp. 53-66 ◽  
Author(s):  
Angel Jaramillo-Alcázar ◽  
Sergio Luján-Mora ◽  
Luis Salvador-Ullauri

Nowadays, the use of mobile devices is increasingly frequent. In many occasions they are used as a means of entertainment for people through video games. Serious games is a category of video games used as teaching methods in different environments. They use fun as a strategy for the learning process. However, the vast majority do not focus on vulnerable groups such as people with cognitive disabilities, because they do not consider accessibility parameters in their design. Some video games development companies have proposed general guidelines for the implementation of accessible video games, but they have not been formalized as good practices or standards. This article presents a compilation and analysis of different accessibility guidelines for the development of mobile serious games for people with cognitive disabilities. It also proposes a model to evaluate the access of serious games for people with cognitive disabilities and applies it in a case study. Finally, an evaluation tool is proposed for mobile serious games developers focused on people with cognitive disabilities.


2015 ◽  
pp. 245-260
Author(s):  
Pirashanthie Vivekananda-Schmidt

This chapter discusses (1) what is required to design games that are ethical and (2) the integration of ethico-legal perspectives related to the learning outcomes in the design of serious games for healthcare training, and the challenges around both these goals. An interdisciplinary perspective is taken and evidence from medicine, healthcare, psychology, and computer science is applied in discussing the identified issues and in developing recommendations for future research and development.


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