SSRN Electronic Journal, Год журнала: 2025, Номер unknown
Опубликована: Янв. 1, 2025
Язык: Английский
SSRN Electronic Journal, Год журнала: 2025, Номер unknown
Опубликована: Янв. 1, 2025
Язык: Английский
Journal on Interactive Systems, Год журнала: 2025, Номер 16(1), С. 163 - 171
Опубликована: Янв. 1, 2025
This paper explores the application of Self-Concepts, a Semantic-Differential Scale-based methodology, to evaluate Serious Game designed for cognitive impairment assessment using MoCA test and augmented reality (AR) mobility analysis. A case study involved seven elderly participants. Despite some challenges in navigating AR environment tests, self-concept evaluations consistently demonstrated high user expectations positive experiences with digital artifact. validates process highlights potential Self-Concepts assessing product acceptance within groups.
Язык: Английский
Процитировано
0Safety Science, Год журнала: 2025, Номер 185, С. 106804 - 106804
Опубликована: Фев. 3, 2025
Язык: Английский
Процитировано
0IGI Global eBooks, Год журнала: 2025, Номер unknown, С. 237 - 258
Опубликована: Апрель 2, 2025
Active pedagogical strategies have enabled a paradigm shift in educational approaches, making significant contribution to transforming knowledge-centered pedagogy into learner-centered approach. These active methods become the most recommended for nursing education. Actually, healthcare science education has undergone transformation due current technological advancements. In fact, launch of ChatGPT by OpenAI revolutionized world teaching and learning. This chatbot quickly became popular, as it possesses promising features. The use offers personalized learning tailored each learner's pace, which helps enhance motivation autonomy. Furthermore, can encourage educators develop innovative practices, positively impacts quality summary, appears be means pedagogy. this regard, chapter aims adopt holistic view potential integration
Язык: Английский
Процитировано
0International Journal of Gaming and Computer-Mediated Simulations, Год журнала: 2025, Номер 17(1), С. 1 - 20
Опубликована: Апрель 5, 2025
The potential of serious games to improve students' engagement and knowledge retention in design historical education has gained significant attention recent years. This study proposes a learning strategy integrating AI virtual characters into role-playing game designed teach history. Utilizing the Arts Crafts Movement as narrative foundation, employs AI-driven provide adaptive guidance, interactive storytelling, personalized feedback. A quasi-experimental was adopted with two groups college students (N = 60): an experimental group using AI-supported control playing same without integration. Results show that inclusion significantly enhances acquisition compared traditional game. These findings highlight AI-powered transform by fostering active participation deep learning.
Язык: Английский
Процитировано
0SSRN Electronic Journal, Год журнала: 2025, Номер unknown
Опубликована: Янв. 1, 2025
Язык: Английский
Процитировано
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