Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
" Optimizing Motivation, Learning and Behavior Change in your Serious Game" B...SeriousGamesAssoc
Scott Rigby speaks about "Optimizing Motivation, Learning and Behavior Change in your Serious Game" at the 2012 Serious Play Conference
ABSTRACT:
The goal of serious games is not the game itself. The game mechanics are but a tactic to the true goals of creating a deeper sustained engagement with users that results in deeper learning, greater behavior change, and sustained value. As such, the real key to understanding how to strategize, design, and deploy serious games in domains such as health, education, and training lies in understanding the basic psychological needs of users, designing experiences that facilitate these needs to intrinsically deepen motivation and achieve the desired goals.
This session will review a highly validated applied model of motivation - the "Player Experience of Need Satisfaction" - that is based in 30 years of behavioral science research using a leading theory of motivation (Self-Determination Theory). Examples of practical application in education, health care, and other domains will be given throughout the talk to provide the audience with clear, practical takeaways.
COMP 4026 Lecture 6 on Wearable Computing and methods for rapid prototyping for Google Glass. Taught by Mark Billinghurst from the University of South Australian on September 1st 2016.
Albion Online - A Cross-Platform MMO (Unite Europe 2016, Amsterdam)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
Choosing to buy a middleware game engine for your next game is the most important technology decision you will likely make for your project. How can you evaluate engines properly? What should you do before looking at engines? This talk covers a framework for evaluating game engines, based on a developer survey conducted in early 2009. It also goes through a bit on the history of game engines. Alas, without notes or audio, there are a lot of things missing from this presentation. But hopefully you will find it helpful!
Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
" Optimizing Motivation, Learning and Behavior Change in your Serious Game" B...SeriousGamesAssoc
Scott Rigby speaks about "Optimizing Motivation, Learning and Behavior Change in your Serious Game" at the 2012 Serious Play Conference
ABSTRACT:
The goal of serious games is not the game itself. The game mechanics are but a tactic to the true goals of creating a deeper sustained engagement with users that results in deeper learning, greater behavior change, and sustained value. As such, the real key to understanding how to strategize, design, and deploy serious games in domains such as health, education, and training lies in understanding the basic psychological needs of users, designing experiences that facilitate these needs to intrinsically deepen motivation and achieve the desired goals.
This session will review a highly validated applied model of motivation - the "Player Experience of Need Satisfaction" - that is based in 30 years of behavioral science research using a leading theory of motivation (Self-Determination Theory). Examples of practical application in education, health care, and other domains will be given throughout the talk to provide the audience with clear, practical takeaways.
COMP 4026 Lecture 6 on Wearable Computing and methods for rapid prototyping for Google Glass. Taught by Mark Billinghurst from the University of South Australian on September 1st 2016.
Albion Online - A Cross-Platform MMO (Unite Europe 2016, Amsterdam)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
Choosing to buy a middleware game engine for your next game is the most important technology decision you will likely make for your project. How can you evaluate engines properly? What should you do before looking at engines? This talk covers a framework for evaluating game engines, based on a developer survey conducted in early 2009. It also goes through a bit on the history of game engines. Alas, without notes or audio, there are a lot of things missing from this presentation. But hopefully you will find it helpful!
Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
Perception.JS - A Framework for Context Acquisition Processing and PresentationSupun Dissanayake
Perception.js is a framework I have developed for my final research project for my Masters in Computer Science at University of Moratuwa. My research focused on developing a framework that will enable JavaScript developers to write context-awareness applications by enabling them to integrate various devices, gather data from those devices, specify rules for inferencing, and to respond to contextual changes.
Learning Analytics and how to use in educational or serious games for improving the use of the games
game traces
evidence based education
Talk at the Ecole Normal Superior, Lyon, France
Presentation to BILETA 2017, Universidade do Minho, co-authored with Dirk Rodenburg, Queen's University, Ontario, and Robert Clapperton, Ametros Learning.
This topic covers the following topics
Introduction
Golden rules of user interface design
Reconciling four different models
User interface analysis
User interface design
User interface evaluation
Example user interfaces
In this webinar, "Simulate Functional Models: Generate Cost, Schedule, Performance, and Resource Analytics Rapidly," Dr. Steven Dam walks you through scripting and simulation using Innoslate's Discrete Event and Monte Carlo Simulators. This allows you to plan ahead by analyzing your system or project’s cost, schedule, and performance.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
UX in the Transitioning Field of Autonomous Shipping Renée Schulz
If we think about autonomous ships, the most prevalent image might be the self-driving, unmanned vessel that navigates the sea without any human interaction. In reality, the vast majority of projects are far away from this state. While some projects showcase the possibility of an unmanned future, for many vessels a remote and reduced crew will be the reality first before becoming fully autonomous eventually.
User Experience Design is needed as long as users are involved in any stage of the operation process. The focus of design will change with the focus on staff operation.
In the period of transition, any stage of autonomy has to consider being met with a ship that sails in a different state. This means, that even in the case of fully autonomously operating vessels, the human component cannot be disregarded.
Meanwhile, it is important to support the users that are actively working on or off the vessels to ensure safe journeys. An often-forgotten user group is engineers.
JRCS specifically makes it a priority to support the human element, the engineers, onshore managers, bridge crew and any other crew members involved in keeping sea transportation afloat. That means, we support the digital transformation process of the shipping industry, meeting the user needs right where they are. Some processes require earlier stages of transition, while others require and allow for advanced technological support to optimize procedures and safety.
With the establishment of more automated processes, the transition is not only in the direction of reduced crew, but also a transition from offshore to onshore crew. The modes of interaction with a remote vessel, even though an interaction still exists, are vastly different from its original state. The feeling of the situation, the smells and feelings of tangible touch is missing. The way crew members interpret and understand situations changes. Attending onshore crew must now rely on the situation interpretation by sensors and data analyses in exchange for a safer and less shift work-oriented workspace.
JRCS is actively working together with their customers, closely listening to our users’ needs while supporting their digital transformation journey at all stages. For on- and off-shore users, navigation support, on vessel operations in the engine room, monitoring solutions and even remote operation. In addition, our own digital transformation has inspired us also to extend the DX transition for autonomy to the level of systems engineering and creation, always working on standardization and exchange between innovators for a better and safer world for seafarers.
About the Author: Dr. Renée Schulz is the Lead UX Architect of the Digital Innovation Lab at JRCS Co. Ltd.
HCI and AI for Maritime Systems: JRCS @ Sea Japan 2022Renée Schulz
The presentation we did about or ongoing projects at the Digital Innovation Lab @ JRCS Co. Ltd to improve digital maritime systems. For safer navigation and crew support.
User Experience Design and Usability Testing for Mobile Technology Support in...Renée Schulz
This is the virtual presentation used at EduLearn21.
BLENDED & MOBILE LEARNING
Event: EDULEARN21
Track: Digital & Distance Learning
Session type: VIRTUAL
Abstract: https://iated.org/concrete3/view_abstract.php?paper_id=88226
Proceedings of EDULEARN21 Conference
5th-6th July 2021
ISBN: 978-84-09-31267-2
pages 1056-1066
SHI2019 Immersion and Perspective Taking in Healthcare Technology: Supporting...Renée Schulz
Presentation for the paper at SHI2019/ EHiN2019 in Oslo.
Full paper: https://www.researchgate.net/publication/337324074_Immersion_and_Perspective_Taking_in_Healthcare_Technology_Supporting_Healthcare_Professionals_with_Daily_Tasks_and_Clinical_Procedures
[Poster] Towards a Game-Design Framework for Evidence-based Clinical Procedur...Renée Schulz
This is the poster for the paper publication "Towards a Game-Design Framework for Evidence-based Clinical Procedure Libraries" at SeGAH2019 conference, Kyoto, Japan.
Mind the Steps: Electronical Clinical Procedure Library in Health Education a...Renée Schulz
Virtual presentation at INTED 2019.
Original link: https://iated.org/presentations/pv_71700.pdf
Link to conference publication information: https://iated.org/inted/publications
The fullpaper can be found here:
Title: INTED2019 Proceedings
ISBN: 978-84-09-08619-1
Format: USB Flash drive
doi: 10.21125/inted.2019
A preprint will be added to my researchgate soon.
Euraxess ERD2018 Presentation on a JSPS Usability & eHealth Project Renée Schulz
In this presentation, three aspects were asked to be presented. "Pitch your research", "Career Path and Expectations", and "Relation to Europe".
This was my presentation on my JSPS postdoctoral project, which just started in the beginning of September 2018, my career path and and experiences.
If you have questions about my project, JSPS or any related issues, you can contact me on my twitter @Sciencefication. I am happy to help out.
Other related links can be found here:
ResearchGate: https://www.researchgate.net/profile/Renee_Schulz2
This Project on RG: https://www.researchgate.net/project/Usability-and-Procedure-Learnability-of-Evidence-based-Interactive-Clinical-Systems
LinkedIn: https://www.linkedin.com/in/ren%C3%A9e-schulz-a6391099/
Xing: https://www.xing.com/profile/Renee_Schulz2/cv
This is a guide on how to create certificates in Canvas (LMS) using google forms and form publisher, including tips on how to design better looking templates in google documents using the watermark function.
Find my blog-post to this presentation with more description here: https://sciencefication.wordpress.com/2018/04/30/how-to-certificates-in-canvas-lms/
Feel free to follow me on Twitter @Sciencefication
Listening to Teachers’ Needs: Human-centred Design for Mobile Technologies in...Renée Schulz
This is the presentation for my PhD defense given on the 21st March 2018. The full dissertation should be available in AURA soon (University of Agder/ Universitetet i Agder), Norway.
The Use of Computer Games in EducationRenée Schulz
This presentation was given as trial lecture as part of my PhD defense. It addresses teacher-students as well as computer science students who are interested in integrating computer games into education.
Mobile Teaching Tool for Outdoor Sports Education (D-Tel 2016)Renée Schulz
Presentation held at D-TEL 2016: Symposium on Advances in Digital Technologies for University Teaching and Learning.
How can emerging digital technology enhance co-creation of knowledge? (8-9. December 2016, Kristiansand, Norway)
Differences and Tricks learned from NovoEd to Canvas.net Renée Schulz
In this presentation, problems and issues as well as some workarounds and problem solutions that we found during the migration of a course from NovoEd to Canvas are presented.
You can follow my reserach on Twitter @Sciencefication
High-Level Context Information for Tasks in TeachingRenée Schulz
Conference presentation at AHFE 2017 in Los Angeles, California, US.
Paper abstract:
Abstract. Tasks are often used in the teaching process. Using mobile and wearable technology, we created an application which uses sensors to sup-port teachers in creating tasks with dependencies and feedback generation. However, in the field of sports education, a variety of non-measurable data can influence the training progress. This high-level context data can be gath-ered using human input. In this paper, we explain the task-based teacher supporting application and how it can be enriched with high-level context da-ta. We use gamification for data collection and motivation of students. We conducted a survey about the acceptance of three different approaches in the field of skiing education. The survey reveals that the underlying concept is most important, so that the visual representation of the data collection can be exchanged when necessary.
DOI: 10.1007/978-3-319-60018-5_27
In book: Advances in Human Factors in Training, Education, and Learning Sciences, pp.278-289
The Use of Game World Task Concepts in Higher EducationRenée Schulz
corresponding paper can be found:
Schulz R., Prinz A., Isabwe G.M.N. (2016) The Use of Game World Tasks Concepts in Higher Education. In: Marsh T., Ma M., Oliveira M., Baalsrud Hauge J., Göbel S. (eds) Serious Games. JCSG 2016. Lecture Notes in Computer Science, vol 9894. Springer, Cham
Abstract: "The link between tasks presented in games and tasks used in higher education might have more in common than we think. Analysing how tasks work in games and applying those structures to higher education teaching can enable teachers to develop more creative, situated and exciting tasks for their students. In addition, it can improve communication and feedback. Analysis shows that tasks are an area where elements of gamification work. This article looks into the possibility of reproducing the flexibility and key components of game tasks in actual tasks in higher education. We look at the challenges and limitations and ways to solve them. Therefore, we analyse the concept of quest-logs in games, look into the structure and its connections to the game world."
THE IMPORTANCE OF MARTIAN ATMOSPHERE SAMPLE RETURN.Sérgio Sacani
The return of a sample of near-surface atmosphere from Mars would facilitate answers to several first-order science questions surrounding the formation and evolution of the planet. One of the important aspects of terrestrial planet formation in general is the role that primary atmospheres played in influencing the chemistry and structure of the planets and their antecedents. Studies of the martian atmosphere can be used to investigate the role of a primary atmosphere in its history. Atmosphere samples would also inform our understanding of the near-surface chemistry of the planet, and ultimately the prospects for life. High-precision isotopic analyses of constituent gases are needed to address these questions, requiring that the analyses are made on returned samples rather than in situ.
This presentation explores a brief idea about the structural and functional attributes of nucleotides, the structure and function of genetic materials along with the impact of UV rays and pH upon them.
Nutraceutical market, scope and growth: Herbal drug technologyLokesh Patil
As consumer awareness of health and wellness rises, the nutraceutical market—which includes goods like functional meals, drinks, and dietary supplements that provide health advantages beyond basic nutrition—is growing significantly. As healthcare expenses rise, the population ages, and people want natural and preventative health solutions more and more, this industry is increasing quickly. Further driving market expansion are product formulation innovations and the use of cutting-edge technology for customized nutrition. With its worldwide reach, the nutraceutical industry is expected to keep growing and provide significant chances for research and investment in a number of categories, including vitamins, minerals, probiotics, and herbal supplements.
Seminar of U.V. Spectroscopy by SAMIR PANDASAMIR PANDA
Spectroscopy is a branch of science dealing the study of interaction of electromagnetic radiation with matter.
Ultraviolet-visible spectroscopy refers to absorption spectroscopy or reflect spectroscopy in the UV-VIS spectral region.
Ultraviolet-visible spectroscopy is an analytical method that can measure the amount of light received by the analyte.
Comparing Evolved Extractive Text Summary Scores of Bidirectional Encoder Rep...University of Maribor
Slides from:
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Track: Artificial Intelligence
https://www.etran.rs/2024/en/home-english/
The ability to recreate computational results with minimal effort and actionable metrics provides a solid foundation for scientific research and software development. When people can replicate an analysis at the touch of a button using open-source software, open data, and methods to assess and compare proposals, it significantly eases verification of results, engagement with a diverse range of contributors, and progress. However, we have yet to fully achieve this; there are still many sociotechnical frictions.
Inspired by David Donoho's vision, this talk aims to revisit the three crucial pillars of frictionless reproducibility (data sharing, code sharing, and competitive challenges) with the perspective of deep software variability.
Our observation is that multiple layers — hardware, operating systems, third-party libraries, software versions, input data, compile-time options, and parameters — are subject to variability that exacerbates frictions but is also essential for achieving robust, generalizable results and fostering innovation. I will first review the literature, providing evidence of how the complex variability interactions across these layers affect qualitative and quantitative software properties, thereby complicating the reproduction and replication of scientific studies in various fields.
I will then present some software engineering and AI techniques that can support the strategic exploration of variability spaces. These include the use of abstractions and models (e.g., feature models), sampling strategies (e.g., uniform, random), cost-effective measurements (e.g., incremental build of software configurations), and dimensionality reduction methods (e.g., transfer learning, feature selection, software debloating).
I will finally argue that deep variability is both the problem and solution of frictionless reproducibility, calling the software science community to develop new methods and tools to manage variability and foster reproducibility in software systems.
Exposé invité Journées Nationales du GDR GPL 2024
Salas, V. (2024) "John of St. Thomas (Poinsot) on the Science of Sacred Theol...Studia Poinsotiana
I Introduction
II Subalternation and Theology
III Theology and Dogmatic Declarations
IV The Mixed Principles of Theology
V Virtual Revelation: The Unity of Theology
VI Theology as a Natural Science
VII Theology’s Certitude
VIII Conclusion
Notes
Bibliography
All the contents are fully attributable to the author, Doctor Victor Salas. Should you wish to get this text republished, get in touch with the author or the editorial committee of the Studia Poinsotiana. Insofar as possible, we will be happy to broker your contact.
Richard's aventures in two entangled wonderlandsRichard Gill
Since the loophole-free Bell experiments of 2020 and the Nobel prizes in physics of 2022, critics of Bell's work have retreated to the fortress of super-determinism. Now, super-determinism is a derogatory word - it just means "determinism". Palmer, Hance and Hossenfelder argue that quantum mechanics and determinism are not incompatible, using a sophisticated mathematical construction based on a subtle thinning of allowed states and measurements in quantum mechanics, such that what is left appears to make Bell's argument fail, without altering the empirical predictions of quantum mechanics. I think however that it is a smoke screen, and the slogan "lost in math" comes to my mind. I will discuss some other recent disproofs of Bell's theorem using the language of causality based on causal graphs. Causal thinking is also central to law and justice. I will mention surprising connections to my work on serial killer nurse cases, in particular the Dutch case of Lucia de Berk and the current UK case of Lucy Letby.
Scenario-based Serious Game to Teach about Healthcare
1. 1
Scenario-based Serious Game to Teach
about Healthcare
Renée Schulz
Osaka University
renee.schulz@ist.osaka-u.ac.jp
IEEE 7th International Conference on Serious Games and Applications for Health
5 - 7 of August 2019 | Kyoto, Japan
Supporting Entities
Berglind Smaradottir
University of Agder
berglind.smaradottir@uia.no
Andreas Prinz
University of Agder
andreas.prinz@uia.no
Joakim Torblå Olsen
University of Agder
joakio13@student.uia.no
2. Introduction
2
• Center for eHealth at the University
of Agder
• Health and care solutions
• Multitude of persons that work
together
• Locations can differ
• Introduction of new services needs
to consider joint design of
technology and service models
• Simulation of scenarios can be used
to experiment with services and
technology at the same time
3. Introduction
3
• It has previously been studied how
existing healthcare systems are
organized and operated
• To identify requirements to improve
existing systems and service models or
conceptualize new ones
• Include a system that helps to
coordinate such scenario play-throughs.
--> "scenario system"
• Coordinate actors and health technology
but is not considered health technology
by itself
4. Games and Education
4
• Serious games regularly used in (medical) education
• Here: focus on a blended approach
• game in the real world using
• mobile devices as player guidance and ’game engine’
• where the player is using the real world to navigate through, and where
players play as themselves in designated roles given to them by the game
engine
GPS
Tasks
Interaction
Triggers
Guidance
ZPD
Ingress
WizardsUnited
PokémonGo
5. Methodology
5
• Human-centred Design approach
(HCD: ISO 9241 - 210) including:
• User scenarios were developed based on
the outcomes from user workshops
targeting telecare service models
• Paper prototyping of the mobile
application
• Technical development, multiple
iterations of prototypes were developed
6. Scenario Description
6
• Scenario was derived from the project “Model
for Tele-care Alarm Services” (2015-2017),
explored and evaluated organizational models
for telecare alarm services in Norway
• Telecare technology, sensors at people's home
• Important for coping with the significant
challenges of societal demographic change
• Goal is to enable people with physical
limitations to live independently at home as
long as possible
• The telecare scenario had assigned roles and a
separate task list for each role
• Participants were encouraged to think aloud
and speak freely
Fall Scenario: roles with their associated tasks
+ Observers
8. Game Tasks and Dynamic Trigger Design
8
• Tasks are central game design elements
• Used in various varieties and shapes in games
• Comparable to learning tasks in educational settings
• Combination of both approaches can help to shape tasks in an educational
serious game context
• 1) Task and it’s structure/ content
• 2) How do tasks appear?
9. Game Tasks and Dynamic Trigger Design
9
• 1) Task and it’s structure/ content
• Game tasks consist of their structure and surrounding processes [2]
• Task structure includes
• the content (e.g. what to do, how, with whom, when)
• tasks visualization (how it is shown in the graphical user interface(GUI)
• Task processes are processes surrounding the tasks
• interaction with users or with the game world
• the connection to the game world engine
• effects on the story-line and context of the user (gamer)
10. Game Tasks and Dynamic Trigger Design
10
• 2) How do tasks appear?
• Game tasks do not just exist; they are designed to appear or to be issued under
specific circumstances.
• Simple or complex, but there have to be certain defined circumstances to
when a task is given to the user (gamer)
• Simple example: the user started the game, then the first task is made
available
• Complex example: task personalized based on the users level of experience,
time, story progression, and personal decision making throughout the play-
through
The circumstances that determine the availability of tasks are called triggers.
A task can have one or multiple triggers that are necessary for the user to
meet in order to get the task.
11. Game Tasks and Dynamic Trigger Design
11
• Tasks are
• Highly interconnected
• Usually not structured in a purely linear way
• Include different pathway options to give the players the (perceived) freedom
of choice
• Create the possibility to have a personalized experience
• Triggers need to be defined carefully to make the right tasks appear that
make sense in a given playable scenario
[3, 4]
13. Game Tasks and Dynamic Trigger Design
13
Triggers used in this scenario:
• User/manually sent trigger
• Timer based trigger
• External sensor trigger
14. Technical Specifications of the Prototype
14
• Prototype is designed to be used in a role-play setting
• Web application: ensures cross-platform compatibility across multiple devices
and operating systems
• Users are expected to use their own devices to access the application
• The application consists of the following elements:
• Scenario instance: playing ground, holds instance of a scenario, keeps track of user progress,
have a unique code which the users have to input in order to access it
• Scenario: contains descriptions of all roles and tasks
• Roles: description of the role, a list of tasks within the scenario
• Tasks: is an activity to be executed
• Trigger: Task activation is not restricted to the same user; a user can trigger a task for another
user.
18. Summary and Conclusion
18
• The serious game is played in a real-world setting
• Unexpected events and errors in the game flow
• Can be resolved through a scenario supervisor
• The scenario application has proven to be helpful in the scenario-runs
• More control over the game-flow than with cards
• Right information at the right time
• Even without a professional background, students could understand the
purpose of the roles and tasks
• Was beneficial and has simplified the game execution considerably
• Improvement of the prototype based on testing
• Introduction of the scenario methodology into other courses
Scenario-based games prove to be a good way to teach within complex domains and
they provide a good understanding and feeling for the complexity of the problems.
19. References
19
[1] DIN EN ISO 9241-210: 2010. Ergonomics of human system interaction- Part 210: Human-centred design
for interactive systems,” International Standardization Organization (ISO), Switzerland, Standard.
[2] R. Schulz, "Listening to Teachers’ Needs: Human-centred Design for Mobile Technology in Higher
Education," Ph.D. dissertation, Dept. of Information and Communication Technology, University of
Agder, Grimstad, Aust-Agder, 2017.
[3] J. Hamari and J. Koivisto, “Measuring flow in gamification: Dispositional flow scale-2,” Computers
in Human Behavior, vol. 40, pp.133–143, 2014.
[4] M. Prensky, “Fun, play and games: What makes games engaging,” Digital game-based learning,
vol. 5, pp. 1–5, 2001.
For a complete list of references, please refer to the paper:
Schulz, R., Smaradottir, B., Olsen, J. T. & Prinz, A. (2019, August). Scenario-based Serious Game to Teach
about Healthcare. In 2018 IEEE 7th International Conference on Serious Games and Applications for Health
(SeGAH). IEEE. (in press)