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EN
The publication presents the “Okopaczaj” application which is aimed to promote health by increasing the awareness about the structure and the consequences of the diseases of the eyesight organ. The first part of the article focuses on the factors which affected creating the application and its general construction. The second part describes the tools of Godot, Blender and Photoshop which were used in the process of creating particular parts of the application. The third part presents the modes that are available in the “Okopaczaj” application as well as their functioning and available functions. The last part summarizes the article and the results of the research conducted with the use of the application.
2
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.
3
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.
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