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International Journal of Serious Games, Volume 11
Volume 11, Number 1, 2024
- Francesco Bellotti:
Editorial, Vol. 11, No. 1. 1-2 - Andres Felipe Velasco Hernández, David Sebastián Baldeón Padilla, Andrés Adolfo Navarro Newball:
Videogames and open feedback systems to enhance probabilistic reasoning and engagement. 3-24 - Charlotte Knorr, Bernd Zinn:
Role-Playing in Teacher Education with InCoLearn and its Qualitative Usability. 25-44 - Maho Wielfrid Morie, Iza Marfisi-Schottman, Lancine Bamba:
JEN-Planet: an Automatically Updating Serious Game Catalogue Designed with and for Teachers. 45-62 - Yassine Aydi, Meriam Elleuch:
Design of Virtual Reality Based Game for Dual Enhancement of City Monuments and Brand Image. 63-82 - Anderson Kevin Gwenhure, Flourensia Sapty Rahayu:
Gamification of Cybersecurity Awareness for Non-IT Professionals: A Systematic Literature Review. 83-99 - Samira Poudratchi, Yoones A. Sekhavat, Mohammad Reza Azadehfar, Samad Roohi:
BatSight: A Navigation Game to Map Environmental Information into Audio Cues. 101-119
Volume 11, Number 2, 2024
- Pankaj Pratap Singh, Susmita Roy, Abhijit Padun:
A System Design Approach of Gamification for disseminating Intangible Oral Expressions of Indigenous Textile Heritage. 3-26 - Fiona Grant, Roushdat Elaheebocus:
BehaviourCoach: Exploring the Use of a Web-Based Serious Game in Health Promotion. 27-41 - Alireza Zandi, Yoones A. Sekhavat:
Gamification in Retail: Enhancing Grocery Customer Experience with Location-Based Strategies. 43-63 - Patrick Jost:
AI-deation: When the Teacher is a Transformer in Role-Playing to create Privacy Decision Serious Games. 65-86 - Janne Tyni, Aatu Turunen, Juho Kahila, Roman Bednarik, Matti Tedre:
Can ChatGPT Match the Experts? A Feedback Comparison for Serious Game Development. 87-106 - Halatedzi Nedombeloni, Reolyn Heymann, Japie Greeff:
Bayesian Knowledge Tracing Implemented in a Telecommunications Serious Game. 107-131 - Luigi Bernardi:
Zermelo Game: All or None? 133-157
Volume 11, Number 3, 2024
- Francesco Bellotti:
Editorial, Vol. 11, No. 3. 1-2 - Jorge Quimbaya, Alejandra Herrera, Cesar Mejia:
Serious game for cognitive assessment. Validation of a psychometric embedded test. 3-18 - Sukirman Sukirman, Laili Farhana Md Ibharim, Che Soh Said, Budi Murtiyasa:
Development and Usability Testing of a Virtual Reality Game for Learning Computational Thinking. 19-43 - Claudia Reina-Reina, Eneko Antón, Jon Andoni Duñabeitia:
Impact of a cognitive training on reading of 6-year-old children. 45-69 - Yan Wong, Theo Bothma, Annique Smith:
Effects of Meaningful Choices in Serious Games for Meaningful Learning. 71-87 - Håvard Almås, Fay Giæver:
The emergence of collaboration in serious games: An exploratory study. 89-108 - Andrew J. A. Seyderhelm, Karen Blackmore:
Dynamic Adaptive Surveillance Training in a Virtual Environment Using Real-Time Cognitive Load and Performance. 109-133
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