Handbook of Research on Decision Making Capabilities Improvement With Serious Games

Handbook of Research on Decision Making Capabilities Improvement With Serious Games
Author: Correia, Anacleto,Simões-Marques, Mário
Publsiher: IGI Global
Total Pages: 459
Release: 2023-07-10
Genre: Business & Economics
ISBN: 9781668491676

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How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

DECISION MAKING CAPABILITIES IMPROVEMENT WITH SERIOUS GAMES

DECISION MAKING CAPABILITIES IMPROVEMENT WITH SERIOUS GAMES
Author: Anonim
Publsiher: Unknown
Total Pages: 0
Release: 2023
Genre: Electronic Book
ISBN: 1668491702

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Handbook of Research on Serious Games as Educational Business and Research Tools

Handbook of Research on Serious Games as Educational  Business and Research Tools
Author: Cruz-Cunha, Maria Manuela
Publsiher: IGI Global
Total Pages: 1434
Release: 2012-02-29
Genre: Education
ISBN: 9781466601505

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"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.

Games and Learning Alliance

Games and Learning Alliance
Author: Pierpaolo Dondio,Mariana Rocha,Attracta Brennan,Avo Schönbohm,Francesca de Rosa,Antti Koskinen,Francesco Bellotti
Publsiher: Springer Nature
Total Pages: 481
Release: 2023-11-28
Genre: Computers
ISBN: 9783031490651

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This LNCS volume constitutes the proceedings of 12th International Conference, GALA 2023, in Dublin, Ireland, held during November/December 2023. The 36 full papers and 13 short papers were carefully reviewed and selected from 88 submissions. The papers contained in this book have been organized into six categories, reflecting the variety of theoretical approaches and application domains of research into serious games: 1. The Serious Games and Game Design 2. User experience, User Evaluation and User Analysis in Serious Games 3. Serious Games for Instruction 4. Serious Games for Health, Wellbeing and Social Change 5. Evaluating and Assessing Serious Games Elements 6. Posters

Handbook of Research on Improving Learning and Motivation through Educational Games Multidisciplinary Approaches

Handbook of Research on Improving Learning and Motivation through Educational Games  Multidisciplinary Approaches
Author: Felicia, Patrick
Publsiher: IGI Global
Total Pages: 1462
Release: 2011-04-30
Genre: Education
ISBN: 9781609604967

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"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

Handbook of Research on Promoting Economic and Social Development Through Serious Games

Handbook of Research on Promoting Economic and Social Development Through Serious Games
Author: Bernardes, Oscar,Amorim, Vanessa
Publsiher: IGI Global
Total Pages: 665
Release: 2022-03-18
Genre: Computers
ISBN: 9781799897347

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While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.

Handbook of Research on Serious Games for Educational Applications

Handbook of Research on Serious Games for Educational Applications
Author: Zheng, Robert,Gardner, Michael K.
Publsiher: IGI Global
Total Pages: 496
Release: 2016-08-01
Genre: Education
ISBN: 9781522505143

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Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game Based Learning

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game Based Learning
Author: Lane, Carol-Ann
Publsiher: IGI Global
Total Pages: 958
Release: 2022-01-07
Genre: Language Arts & Disciplines
ISBN: 9781799872733

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Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.