Serious Games, Interaction and Simulation: 6th International by Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho

By Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho

This ebook constitutes the completely refereed post-conference court cases of the sixth foreign convention on critical video games, interplay and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016.
the nineteen revised complete papers offered including 2 keynote papers and an article advent have been rigorously reviewed and chosen from the entire submissions. The papers hide components like cognition, psychology, technology-enhanced schooling, assessment and evaluation, multimedia and knowledge know-how and have new medical techniques and effects from experiments and real-life applications.

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23–30, 2017. 1007/978-3-319-51055-2_4 24 V. Cesário et al. becomes something absorbing, and hence much more memorable and meaningful to the player. In such digitally rich space there is a unique opportunity to design and create new modes of supporting children in learning through pervasive games. However, it’s hard to find a children’s game where parents have an active role. Mediation can add several benefits and strengthen motivation in children’s learning activities, where both children and parents could benefit from it [5].

However, as students advance in the game, they had a more similar performance and more students are classified as good. Although more experiments are necessary to evolve and validate the model, we believe this information can be used by teachers to adapt their lessons giving special attention to less performing students. Acknowledgments. AV acknowledges the doctoral scholarship supported by CNPq/CAPES – Programa Ciência sem Fronteiras – CsF (6392-13-0) and authorized retirement by UDESC (688/13).

71(1), 21 (2007) 6. : Treme-treme - a serious game to teach children earthquake preparedness. In: Proceedings of Videojogos 2014 - Sétima Conferência de Ciências e Artes dos Videojogos, Barcelos, Portugal. Digital Games Lab, IPCA, November 2014 7. : Mind in Society: The Development of Higher Mental Functions. Harvard University Press, Cambridge (1978) 8. : Theory of Fun for Game Design. O’Reilly Media, Sebastopol (2013) 9. : Serious Games. University Press of America, New York (1987) 10. : Experiential Learning: Experience as the Source of Learning and Development.

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