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Serious Games and
Simulations (SGA) Track
Margarida Romero
Michela Ott
Marco Luccini
Esteve Almirall

        Track co-chaired by

        @mickottmick                       @margaridaromero

       Michela OTT, Ph.D.                  Margarida ROMERO, Ph.D.
       Senior Researcher ITD-CNR (Italy)   Ass. Director of E-learning. ESADE
       Michela.Ott@fastwebnet.it           Margarida.Romero@Esade.edu


13/06/2012

                                                                                1
Margarida Romero, Ph. D.



1.   Serious Games for        Collaborative GBL & Group Awareness


     Collaborative Learning
Margarida Romero, Ph. D.



1.   Serious Games for        Collaborative GBL & Group Awareness


     Collaborative Learning

                                           What are for you the
                                           differences between SG
                                           and simulations ? Is this
                                           question useful ?

                                                At which point is
                                                required to create a
                                                (realistic) model in a SG ?

                                        What are the skills being
                                        developed by these SG ?
Margarida Romero, Ph. D.



1.   Serious Games for        Collaborative GBL & Group Awareness


     Collaborative Learning

                                   • Individual and collaborative use of the
                                   game
                                   • Collaborative learning by comparing
                                   models between the students.
                                   • Feedback provided by the system and the
                                   community




                                   • Emotional regulation in decision-making
                                   (suppression / reapraisal)
                                   • Biofeedback
                                   • The game reward a player achieving a
                                   desired arousal level, while at the same
                                   time presenting a hard challenge and
                                   punishment to a player in an undesirable
                                   high arousal emotional state.




                                   • Marketing strategy simulation package
                                   MARKSTRAT
                                   • The applicability perception of the skills in
                                   their future jobs determines their overall
                                   impression and level of satisfaction.
Thanks everyone !



  @mickottmick                        @margaridaromero

  Michela OTT, Ph.D.                  Margarida ROMERO, Ph.D.
  Senior Researcher ITD-CNR (Italy)   Ass. Director of E-learning. ESADE
  Michela.Ott@fastwebnet.it           Margarida.Romero@Esade.edu
                                                                           5

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ECIS Serious Games and Simulations Track chairs Margarida Romero, Esteve Almirall, Michela Ott, Marco Luccini

  • 1. Serious Games and Simulations (SGA) Track Margarida Romero Michela Ott Marco Luccini Esteve Almirall Track co-chaired by @mickottmick @margaridaromero Michela OTT, Ph.D. Margarida ROMERO, Ph.D. Senior Researcher ITD-CNR (Italy) Ass. Director of E-learning. ESADE Michela.Ott@fastwebnet.it Margarida.Romero@Esade.edu 13/06/2012 1
  • 2. Margarida Romero, Ph. D. 1. Serious Games for Collaborative GBL & Group Awareness Collaborative Learning
  • 3. Margarida Romero, Ph. D. 1. Serious Games for Collaborative GBL & Group Awareness Collaborative Learning What are for you the differences between SG and simulations ? Is this question useful ? At which point is required to create a (realistic) model in a SG ? What are the skills being developed by these SG ?
  • 4. Margarida Romero, Ph. D. 1. Serious Games for Collaborative GBL & Group Awareness Collaborative Learning • Individual and collaborative use of the game • Collaborative learning by comparing models between the students. • Feedback provided by the system and the community • Emotional regulation in decision-making (suppression / reapraisal) • Biofeedback • The game reward a player achieving a desired arousal level, while at the same time presenting a hard challenge and punishment to a player in an undesirable high arousal emotional state. • Marketing strategy simulation package MARKSTRAT • The applicability perception of the skills in their future jobs determines their overall impression and level of satisfaction.
  • 5. Thanks everyone ! @mickottmick @margaridaromero Michela OTT, Ph.D. Margarida ROMERO, Ph.D. Senior Researcher ITD-CNR (Italy) Ass. Director of E-learning. ESADE Michela.Ott@fastwebnet.it Margarida.Romero@Esade.edu 5

Editor's Notes

  1. Session Before K1 (Green) Collaborative Database of Serious Games Damien Djaouti (2) djaouti@irit.fr This talk will first present our research project "Serious Game Classification", an online collaborative database referencing more than 2,200 Serious Game. The classification model will be discussed, and efficient use of the actual database will be tackled. Finally, the talk will provide the frame for a discussion about designing database extensions to tackle extending SG descriptions profitable to support Gala research works.