Serious Games, Interaction and Simulation

Serious Games, Interaction and Simulation

6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers

Escudeiro, Paula; Vaz de Carvalho, Carlos; Coelho, Antonio

Springer International Publishing AG

12/2016

157

Mole

Inglês

9783319510545

15 a 20 dias

2701

Descrição não disponível.
Using Games for the Phonetics Awareness of Children with Down syndrome.- Playful and gameful learning in a hybrid space.- Improving the learning of child movements through games.- ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children.- The Importance of Socio-emotional Agency in Applied Games for Social Learning.- Learning Analytics Model in a Casual Serious Game for Computer Programming Learning.- GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Intellectual Disabilities.- Automatic Extraction of Gameplay Design Expertise: an Approach Based on Semantic Annotation.- Designing game strategies: An analysis from knowledge management in software development contexts.- Neurocognitive stimulation Game: Serious game for neurocognitive stimulation and assessment.- The Perspectives of Older People on Digital Gaming: Interactions with Console and Tablet-based Games.- A Serious Game for Digital Skill Building among Individuals at Risk, Promoting Employability and Social Inclusion.- Learning and Long-Term Retention of Task-Specific Training in a Non-injured Population Using the Computer Assisted Rehabilitation Environment (CAREN).- Sign Language Support - Adding a Gesture Library to the Leap Motion SDK.- VirtualSign Game Evaluation.- Towards an Ontology of Requirements for Pervasive Games Based Learning Systems: a Requirements Engineering Perspective.- Social Mpower: An Educational Game for Energy Efficiency.- Gamification at Scraim.- The LabRint Serious Game: A New Intelligence Analysis Methodology.
3D Graphics;accessibility;artificial intelligence;augmented reality;disabilities;Down syndrome;e-learning;education;educational games;game-based learning;game design;gamification;Human-Computer Interaction (HCI);immersive environments;learning environments;learning process;serious games;sign language;user interfaces;virtual reality