Development of a serious gaming approach for cyber aptitude assessment

2021 ◽  
pp. 1-13
Author(s):  
Jaclyn Martin-Kowal ◽  
Brenton Wiernik ◽  
Thomas R. Carretta ◽  
Michael D. Coovert
Keyword(s):  
Author(s):  
Adina Aldea ◽  
Maria-Eugenia Iacob ◽  
Jos van Hillegersberg ◽  
Dick Quartel ◽  
Henry Franken

2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Meysam Siyah Mansoory ◽  
Mohammad Rasool Khazaei ◽  
Seyyed Mohsen Azizi ◽  
Elham Niromand

Abstract Background New approaches to e-learning and the use of virtual reality technology and serious game in medical education are on the rise. Therefore, the purpose of this study was to compare the effectiveness of lecture method and virtual reality-based serious gaming (VRBSG) method on students learning outcomes about the approach to coma. Methods We adopted a randomized trial method for this study and selected 50 medical students dividing them into experimental and control groups. Students’ learning outcome was measured with a 10-item test. Serious game usability scale was used to evaluate the usability of the serious game. Descriptive and inferential statistics were used for data analysis by SPSS-22 software. Results Students’ familiarity with e-learning and VRBSG was low. The mean usability of a VRBSG was 126.78 ± 10.34 out of 150. The majority of students were eager to be instructed through VRBSG. The mean score of learning outcomes in the experimental group was significantly higher than the control group (t = − 2.457, P = 0.019). Conclusion Students’ learning outcomes in the VRBSG group in the test approach to coma were significantly better than the lecture group. The usability of the serious game instruction method was high. Taken together, instruction through VRBSG had an effective role in medical students’ learning.


2009 ◽  
Vol 26 (Suppl 1) ◽  
pp. 19-19
Author(s):  
S. Carley ◽  
J. F. Knight ◽  
B. Tregunna ◽  
S. Jarvis ◽  
R. Smithies ◽  
...  

2017 ◽  
Vol 143 (11) ◽  
pp. 04017082 ◽  
Author(s):  
Marc van den Berg ◽  
Hans Voordijk ◽  
Arjen Adriaanse ◽  
Timo Hartmann
Keyword(s):  

Author(s):  
Samuelle Ducrocq-Henry
Keyword(s):  

La thèse intitulée « Les tribus ludiques» expose le modèle du LAN pédagogique (LP) découlant d’une étude des compétitions de jeu vidéo en réseau local (LAN parties). Incarnant un rite de passage quasi tribal chez les 12-25 ans, les LAN semblent favoriser socialisation et apprentissage. Un LP permet aux enseignants d’initier des expériences réseautiques similaires et formatrices en classe, tenues simultanément dans les mondes réels et virtuels, en détournant le scénario de jeux vidéo multijoueurs populaires, pour en faire des simulateurs propices à l’enseignement de disciplines diverses. Sa procédure simple et abordable révèle le potentiel du Serious Gaming en éducation.


2019 ◽  
pp. 29-38
Author(s):  
Todd P. Chang ◽  
Joshua M. Sherman ◽  
James M. Gerard

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