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1
EN
This article contains the description of a web application created in order to help children and adolescents with intellectual disabilities. The application gathers simple serious games that are supposed to be an addition to the daily therapy, widening and intensifying its results. The article starts with a quick review of already created serious games for people with the autism spectrum and the Down syndrome. Later, it focuses on formal and technical details of the chosen solution. The main part of the publication contains descriptions of the particular games created for the application. The article explains the rules of each game and depicts it with a screenshot from the application. Finally, the reader can find the results of the tests conducted with the help of the parents of pupils attending one of Cracow’s special needs school. The tests, during which the children were encouraged to use the web application in their homes, lasted for a little more than 3 weeks. The final section also contains opinions of the therapists with more than 20 years of experience.
2
Content available remote “Subvurban” as an example of a serious game examining human behavior
EN
Research regarding players’ behavior, choices they make, strategies they employ, and how they communicate with each other during the play is the subject of scientific interest for a long time. This calls for creation of tools that could be used during such a research. Given the increased involvement of serious games in scientific projects, usage of a serious game as a tool for gathering and analyzing a player’s behavioral pattern, appears to be a reasonable choice. This paper describes the development process of a serious game in the form of a two-player strategy, which uses subversive mechanics in order to encourage users to reinterpret their approach to conflict-cooperation strategies. Its further aim is to analyze data regarding players’ choices, gathered by the game, and contents of questionnaires filled by the players participating in the project.
3
Content available remote Visualization of the human eye
EN
Simulators designed to simulate real organs or activities can be valuable tools in the process of medical training. The main purpose of screen-based computer simulators is to train and assess knowledge and decision-making in medical practice. The presented application is in the form of an educational game, which is a subcategory of serious games. The game is supposed to help learn the anatomy of a normal and a pathological human eye. It is dedicated mainly to high school students in biology classes and medical professionals. The interaction mode is a single player. Users have three main ways of learning the eye anatomy: the Anatomical Model, the Quiz, and the Disorder Catalogue. The Anatomical Model presents the elements of the normal anatomy of the visual system as well as its detailed description. In the “Quiz” mode, users can check their own knowledge of the eye anatomy in the question and answer mode. The “Disorder Catalogue” contains a description of the selected eye defects and models displaying vision before and after correction.
EN
The paper presents the model of the serious game designed to develop firearm handling skills. The game is dedicated to act as an educational tool. Its aim is to teach how to disassembly and assembly weapons. The main aim of the paper is to present and discuss educational value of this kind of serious games. Detailed results were obtained after end user examination. What is more, the aspect of ergonomic and usability is also covered. The paper presents also the game design and development process.
5
Content available remote Importance of computer games in children’s life in the 21st century
EN
This paper discusses the level of acceptation of different kinds of computer games and the changes of the attitude depending on the respondents’ knowledge and context of playing activity. The forms of entertainment for the young generations are the extremely popular computer games. The main goal of this paper is to show the attitude of people toward the game industry and the correlation between the ways of spending spare time and the level of acceptation of computer games. The study is based on a questionnaire in which respondents could declare their opinions in open questions. The study included more than 60 parents, both men and women. It is not surprising that, despite the popularity of computer games, they still arouse much controversy, particularly as they relate to children. Collected parents’ opinions give the picture of the most important pros and cons of playing games and the goals and circumstances of the game activity. When respondents have been informed about term “serious games”, they have changed their previous perceptions of computer games, and the acceptance to the children’s activity grows.
6
Content available remote Computer Aided Shaping of Safe Behavior at Work Place
EN
Lack of necessary caution and making mistakes during conducting of tasks causes accidents and loss. Lack of knowledge about correct performance of actions and lack of awareness about possible results of risky behavior is the root cause. This knowledge should be provided not only during training but also by access to knowledge resources during work. In the article two types of knowledge resources that aid shaping safe behavior at workplace are presented: serious games and interactive technical manuals. The first one is intended to be used as training material and the later one - as tool that supports workers during performing operation and maintenance activities.
PL
Gry poważne stanowią programy, których celem nie jest tylko dostarczenie samej rozrywki. W swym założeniu mają realizować z góry zdefiniowane, mierzalne cele dydaktyczne. Co za tym idzie sukces i postęp w grach poważnych będąc normatywnym celem nauczania wiąże się ze zdobywaniem konkretnych, zamierzonych umiejętności. W celu sprawdzenia skuteczności działania takiej gry powinno się ją poddać procesowi ewaluacji. Artykuł opisuje projekt ewaluacji gry poważnej na podstawie stworzonego prototypu gry dla dzieci w wieku przedszkolnym zorientowanej na cele psychologiczne.
EN
Serious games are programs whose purpose is not only to provide pure entertainment. It sets out to advance should achieve specific, measurable educational objectives. Hence the success and progress in the games is major normative goal of teaching involving the acquisition of specific, desired skills. To verify the effectiveness of such game it should be evaluated. The article describes a project of evaluation a serious game prototype focused on psychological goals created for pre-school children.
PL
W latach 2001 - 2010 w Centrum Edukacji Bezpieczeństwa Powszechnego (CEBP) Szkoły Głównej Służby Pożarniczej (SGSP) w Warszawie przygotowywane były i przeprowadzane symulacje pracy Centrów Zarządzania Kryzysowego (CZK) szczebla gminnego, powiatowego, wojewódzkiego i centralnego. Symulacje te, zwane Multimedialnymi Treningami Decyzyjnymi (MTD), zaliczają się do gier poważnych czasu rzeczywistego. MTD przeznaczone są przede wszystkim dla pracowników administracji publicznej, a także przedstawicieli służb, inspekcji i straży dowodzących i kierujących działaniami podczas zaistnienia sytuacji kryzysowych. W artykule zaprezentowano grę decyzyjną "WODA" - program stworzony przez pracowników CEBP, będący symulacją osadzoną w realiach zagrożenia powodziowego dla dużej aglomeracji miejskiej. Program ten jest z jednej strony aplikacją symulującą przejście przez miasto fali powodziowej, z drugiej zaś strony stanowi narzędzie do taktycznego zarządzania siłami i środkami podczas zagrożenia powodziowego. Przedstawiono również założenia koncepcji Multimedialnego Treningu Decyzyjnego jako narzędzia dydaktycznego.
EN
Educational Center of Public Safety of the Main School of Fire Service in Warsaw was implementing in the years 2001-2010 Multimedia Decision-Making Trainings (MTD) which were simulations of crisis management centers at community, municipality, provincial and central levels. These simulations were realized for employees of local authorities and emergency services and for decision makers responsible for crisis management in face of crisis/catastrophic situations. In this paper computer program "WODA" was presented. This program was made by employees of Educational Center of Public Safety. Is a simulation of flood scenario and also a decision making game, which helps to teach how to manage the resources and how to make decisions at tactical level during flood crisis. A concept of Multimedia Decision-making Training as a didactic tool was also described in this paper.
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