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2021 ◽  
Vol 14 (1) ◽  
pp. 7
Author(s):  
Boyan Bontchev ◽  
Albena Antonova ◽  
Valentina Terzieva ◽  
Yavor Dankov

Climate resilience competencies improve people’s capacity to recognize and adopt strategies for mitigating negative climate effects. Especially concerning the built cultural heritage protection in the coastal areas, both professionals and citizens have to be prepared for water-related extreme events, such as floods, sea-level rise, and altered precipitation. Considering these challenges, the authors explore the efficiency of serious video games and describe the process of design and validation of the pilot educational online maze game “Let us save Venice”. More specifically, the main research question motivating the study is to identify what the experience factors and the mini-games are that contribute mostly to raising awareness to climate resilience and built heritage sustainability. The question implies two main research objectives: first, to explore what role user-centered game design plays in creating immersive and enjoyable educational video maze games, and second, to investigate which factors influence user experience and game playability in the design phase, and how they contribute to learnability and raising awareness. The background section of the article focuses on a preliminary study of the educational potential of serious games and introduces the EU-funded project e-Creha. Then, it explores the process of game design, development, and validation, focusing on metrics such as game learnability and game experience. The results outline the main findings that immersion, positive affect, and competence appeared to be the main experience factors contributing to raising awareness to climate resilience and built heritage sustainability. Lastly, the discussion section provides further directions for game improvement and future work.


2021 ◽  
Vol 17 (S6) ◽  
Author(s):  
Thibaud L'Yvonnet ◽  
Elisabetta De Maria ◽  
Philippe Robert ◽  
Jean‐Paul Rigault ◽  
Radia Zeghari ◽  
...  

2021 ◽  
Vol 1 (2) ◽  
pp. 69-77
Author(s):  
Yediya Juan ◽  
Teuku Aulia Geumpana ◽  
Jude J.L. Martinez

with the increase of mobile device usage around the globe, face-to-face communication has degraded and complete prohibition is not realistic. The degradation is not to be prevented as it happens as a side effect of technology. However, balancing usage of mobile device and quality of face-to-face communication is possible. Thus, by approaching users through developing a party genre mobile game, which is not famous as a mobile game at the time, with local multiplayer focus and introducing the given game to users, it is expected that face-to-face communication can be encouraged, thus resulting in mobile party game to become a media for the encouragement. Sample mini game that is a part of party game is developed with the help of Unity game engine as a testing object in which user response is collected. As application testing take place, and target user response is collected, face-toface encouragement is proven and user response is positive towards the game. Sample game testing has effectively reintroduced the existence of nowadays rare party game in mobile platform along with encouraging face-to-face communication, shown by the enthusiasm and enjoyment that audience testers have experienced. In the end, with mobile party game can help by being a media to encourage face-to-face communication and prevent degradation of such communication, future developments of a complete party game in mobile platform is highly encouraged as overall face-to-face communication quality enhancement may be required in the future in order to mitigate degradation.


2021 ◽  
Vol 12 ◽  
Author(s):  
Hansen Li ◽  
Xing Zhang ◽  
Hongying Wang ◽  
Zongqian Yang ◽  
Haowei Liu ◽  
...  

Nature exposure is known to promote physical and mental health. However, actual nature exposure may be difficult to achieve for the population of people with physical disabilities or chronic conditions. Therefore, many attempts have been made to duplicate nature exposure via media devices, and virtual reality (VR) is deemed as a promising technology due to its advantage in creating a sense of immersion. Generally, current studies suggest that being exposed to virtual nature may contribute to psychological and physiological relaxation. Besides, some pieces of evidence indicate that virtual nature may improve attentional resources, cognitive performance, and pain experience. Although VR is deemed as an advanced media, insufficient evidence was found concerning the advantages of VR over traditional two-dimensional media when it comes to simulated nature exposure. On the other hand, computer-generated (CG) scenarios were found to be more beneficial than 360° videos, and mini-games may be useful in creating an interactive VR format for simulated nature exposure. Further research is needed because of the limited relevant studies.


2021 ◽  
Author(s):  
Antonio Rodà ◽  
Riccardo Luise ◽  
Nadir Dalla Pozza ◽  
Alberto Padoan ◽  
Andrea Cucinotta ◽  
...  
Keyword(s):  

Author(s):  
Michela Tramonti ◽  
Alden Meirzhanovich Dochshanov
Keyword(s):  

2021 ◽  
Vol 19 (2) ◽  
pp. 44-58
Author(s):  
Sylvester Arnab ◽  
Ludmila Walaszczyk ◽  
Mark Lewis ◽  
Sarah Kernaghan-Andrews

The need for self-directed learning for professional development drives an increase in the delivery of easy to use ‘just-in-time’ resources that respond to the often-dynamic workplace and work culture. This is especially important in the era of globalisation, when the number of employees, who are culturally diverse, increases each year. Most medium and large companies operate in an international environment, and this is due to the expansion of international enterprises with branches in various countries that requires cooperation with foreign clients, and the employment of foreign nationals in their companies. In order to guarantee the effectiveness of workings in companies, there is a need for continuous education in the aspect of the cultural diversity. This paper explores micro-learning, which focuses on delivering brevity through bite-sized learning units or short-term learning activities. Learning content in this case can take many forms, from text to interactive multimedia. These contents are often created on demand, which can sometimes be less contextualised and pedagogically informed. Based on a case study of the need for training on cultural risks in multi-cultural organisations, this paper focuses on the design of mini-games as playful learning resources for supporting an online learning platform that has been developed as a response to this training need. Fifteen mini-games have been developed to complement eight main topics related to cultural risks and to promote reflection, practice and the self-assessment of knowledge acquired through the platform. The main eight topics represent the risk areas identified that include cultural awareness, understanding different cultures, communication, learning styles, hierarchy, team-working, qualities in the working place, and stereotypes through a survey carried out with personnel (n=154) from multi-cultural organisations across five countries - Cyprus, Italy, Latvia, Poland, and the UK. The discussions include unpacking the mapping of pedagogical and gameful design considerations based on Arnab et al.‘s (2015) Learning Mechanics-Game Mechanics Mapping (LMGM) model. The paper also discusses the findings from the testing of the online platform across 5 countries including 166 participants (two-step testing). The insights provided will be valuable to researchers, practitioners, designers, and developers of micro-learning resources.


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