Handbook Of Research On Decision Making Capabilities Improvement With Serious Games

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Handbook Of Research On Decision Making Capabilities Improvement With Serious Games
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Author : Correia, Anacleto
language : en
Publisher: IGI Global
Release Date : 2023-07-10
Handbook Of Research On Decision Making Capabilities Improvement With Serious Games written by Correia, Anacleto and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-07-10 with Business & Economics categories.
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.
Handbook Of Research On Serious Games As Educational Business And Research Tools
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Author : Cruz-Cunha, Maria Manuela
language : en
Publisher: IGI Global
Release Date : 2012-02-29
Handbook Of Research On Serious Games As Educational Business And Research Tools written by Cruz-Cunha, Maria Manuela and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-02-29 with Education categories.
"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.
Handbook Of Research On Improving Learning And Motivation Through Educational Games Multidisciplinary Approaches
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Author : Felicia, Patrick
language : en
Publisher: IGI Global
Release Date : 2011-04-30
Handbook Of Research On Improving Learning And Motivation Through Educational Games Multidisciplinary Approaches written by Felicia, Patrick and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-04-30 with Education categories.
"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.
Games And Learning Alliance
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Author : Pierpaolo Dondio
language : en
Publisher: Springer Nature
Release Date : 2023-11-28
Games And Learning Alliance written by Pierpaolo Dondio and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-11-28 with Computers categories.
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
Marketing And Gamification
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Author : Sahil Gupta
language : en
Publisher: Taylor & Francis
Release Date : 2024-10-28
Marketing And Gamification written by Sahil Gupta and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-10-28 with Business & Economics categories.
Gamification plays a major role in individual and business decision-making in today’s digital era, remarkably changing the way businesses perform basic functions. Gamification techniques can be applied to a variety of marketing activities to help marketers create a more immersive and interactive experience for their customers, by leveraging elements such as points, badges, leaderboards, challenges, quizzes, sweepstakes, and rewards to encourage desired behaviors, foster engagement, and build a sense of community around a brand or product. In this book, international academicians and researchers will discuss the influence and potential of gamification on marketing management dynamics. This edited collected investigates why the use of gamification in marketing is vital to enhance the customer base and increase revenue, whilst also critically exploring the dark side of gamification and ethical issues. Chapters cover various marketing domains, including tourism marketing, social marketing and sustainable marketing, to provide a comprehensive resource on this emerging area. This volume will be an essential resource for scholars researching and teaching across marketing, as well as innovation, technology, and business ethics.
Proceedings Of The 18th European Conference On Games Based Learning
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Author : Kristine Kilsa
language : en
Publisher: Academic Conferences and publishing limited
Release Date : 2024
Proceedings Of The 18th European Conference On Games Based Learning written by Kristine Kilsa and has been published by Academic Conferences and publishing limited this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024 with Business & Economics categories.
Handbook Of Research On Serious Games For Educational Applications
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Author : Zheng, Robert Z.
language : en
Publisher: IGI Global
Release Date : 2016-08-01
Handbook Of Research On Serious Games For Educational Applications written by Zheng, Robert Z. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-08-01 with Education categories.
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 Using Disruptive Methodologies And Game Based Learning To Foster Transversal Skills
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Author : Rivera-Trigueros, Irene
language : en
Publisher: IGI Global
Release Date : 2022-02-11
Handbook Of Research On Using Disruptive Methodologies And Game Based Learning To Foster Transversal Skills written by Rivera-Trigueros, Irene and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-02-11 with Education categories.
As new technologies and professional profiles emerge, traditional education paradigms have to be adapted to new scenarios, creating favorable conditions for promoting transversal skills among students. Consequently, there is a growing demand for training in emergent skills to solve problems of different natures, distributive leadership competencies, empathy, ability to control emotions, etc. In this sense, one of the challenges that educators of all different educational levels and training contexts have to face is to foster these skills in their courses. To overcome these obstacles, innovative and disruptive methodologies, such as game-based learning activities like escape rooms, can be a great ally for teachers to work on transversal skills and specific knowledge at the same time. The Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills gathers knowledge, skills, abilities, and capabilities on innovative and disruptive methodologies that can be applied in all educational levels to foster transversal skills. This publication contains different contributions focused on the description of innovative educational methods, processes, and tools that can be adopted by teachers to promote transversal skills such as creativity, critical thinking, decision-making, and entrepreneurial skills. This book is ideal for teachers, instructional designers, educational software developers, academics, professionals, students, and researchers working at all levels in the educational field and provides valuable background information to professionals who aim to overcome traditional paradigm obstacles and meet student needs by means of innovative and disruptive methodologies.
Handbook Of Research On Acquiring 21st Century Literacy Skills Through Game Based Learning
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Author : Lane, Carol-Ann
language : en
Publisher: IGI Global
Release Date : 2022-01-07
Handbook Of Research On Acquiring 21st Century Literacy Skills Through Game Based Learning written by Lane, Carol-Ann and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-01-07 with Language Arts & Disciplines categories.
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.
Handbook Of Research On Promoting Economic And Social Development Through Serious Games
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Author : Bernardes, Oscar
language : en
Publisher: IGI Global
Release Date : 2022-03-18
Handbook Of Research On Promoting Economic And Social Development Through Serious Games written by Bernardes, Oscar and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-03-18 with Computers categories.
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.