Measuring the Learning Effectiveness of Serious Gaming for Training of Complex Manufacturing Tasks
暂无分享,去创建一个
Ashutosh Tiwari | Pablo Bermell-Garcia | Mar Gonzalez-Franco | Mark Hall | Katie Li | Jeffrey R. Alcock | A. Tiwari | J. Alcock | Mar González-Franco | P. Bermell-Garcia | Katie Li | M. Hall
[1] Lakhmi C. Jain,et al. Advanced Computational Intelligence Paradigms in Healthcare 6. Virtual Reality in Psychotherapy, Rehabilitation, and Assessment , 2011 .
[2] Huiru Zheng,et al. Virtual Reality and Serious Games in Healthcare , 2011 .
[3] Lorenzo Seidenari,et al. Emergency medicine training with gesture driven interactive 3D simulations , 2012, UXeLATE '12.
[4] Julian H. Kang,et al. Merit of Computer Game in Tacit Knowledge Acquisition and Retention , 2011 .
[5] Margaret E. Gredler,et al. Games and Simulations and Their Relationships to Learning , 2013 .
[6] Andrea F. Abate,et al. A haptic-based approach to virtual training for aerospace industry , 2009, J. Vis. Lang. Comput..
[7] James E. Driskell,et al. Games, Motivation, and Learning: A Research and Practice Model , 2002 .
[8] Mert Bal. Virtual Manufacturing Laboratory Experiences for Distance Learning Courses in Engineering Technology , 2012 .
[9] Katherine A Sward,et al. Use of a Web-based game to teach pediatric content to medical students. , 2008, Ambulatory pediatrics : the official journal of the Ambulatory Pediatric Association.
[10] H. O'Neil,et al. Classification of learning outcomes: evidence from the computer games literature , 2005 .
[11] Mar González-Franco,et al. Empowering patients to perform physical therapy at home , 2014, 2014 36th Annual International Conference of the IEEE Engineering in Medicine and Biology Society.
[12] Thomas Connolly,et al. Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices , 2009 .
[13] Iván Martínez-Ortiz,et al. Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education , 2014, IEEE Transactions on Learning Technologies.
[14] Michael Zyda,et al. From visual simulation to virtual reality to games , 2005, Computer.
[15] Riccardo Berta,et al. Assessment in and of Serious Games: An Overview , 2013, Adv. Hum. Comput. Interact..
[16] J. Lanier,et al. Model of Illusions and Virtual Reality , 2017, Front. Psychol..
[17] Luca Chittaro,et al. Assessing Knowledge Retention of an Immersive Serious Game vs. a Traditional Education Method in Aviation Safety , 2015, IEEE Transactions on Visualization and Computer Graphics.
[18] S. K. Ong,et al. Virtual reality simulations and animations in a web-based interactive manufacturing engineering module , 2004, Comput. Educ..
[19] Glyn Lawson,et al. Empirical evidence, evaluation criteria and challenges for the effectiveness of virtual and mixed reality tools for training operators of car service maintenance , 2015, Comput. Ind..
[20] P. Wouters,et al. A meta-analysis of the cognitive and motivational effects of serious games , 2013 .
[21] Anissa All,et al. Measuring Effectiveness in Digital Game-Based Learning: A Methodological Review , 2014, Int. J. Serious Games.
[22] Jean Écalle,et al. Serious games as new educational tools: how effective are they? A meta-analysis of recent studies , 2013, J. Comput. Assist. Learn..
[23] David B. Kaber,et al. The need for worker training in advanced manufacturing technology (AMT) environments: A white paper , 1999 .
[24] L. Buchanan,et al. Blending Bloom ’ s Taxonomy and Serious Game Design , 2011 .
[25] James M. Boyle,et al. A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..
[26] Hiran Ekanayake,et al. Game interaction state graphs for evaluation of user engagement in explorative and experience-based training games , 2010, 2010 International Conference on Advances in ICT for Emerging Regions (ICTer).
[27] Tabitha C. Peck,et al. A threat to a virtual hand elicits motor cortex activation , 2014, Experimental Brain Research.
[28] Traci Sitzmann. A META-ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER-BASED SIMULATION GAMES , 2011 .
[29] James F. Knight,et al. Serious gaming technology in major incident triage training: a pragmatic controlled trial. , 2010, Resuscitation.
[30] Ashutosh Tiwari,et al. Immersive Mixed Reality for Manufacturing Training , 2017, Front. Robot. AI.
[31] B. Kapralos,et al. Using Serious Games and Virtual Simulation for Training in the Fire Service: A Review , 2015 .
[32] Harvey Maylor,et al. GAME PLAYING AND OPERATIONS MANAGEMENT EDUCATION , 2007 .
[33] Herre van Oostendorp,et al. Current Practices in Serious Game Research: A Review from a Learning Outcomes Perspective , 2009 .
[34] D. Krathwohl. A Revision of Bloom's Taxonomy: An Overview , 2002 .
[35] Anissa All,et al. Towards a conceptual framework for assessing the effectiveness of digital game-based learning , 2015, Comput. Educ..
[36] S. Cole,et al. Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. , 2007, The Journal of adolescent health : official publication of the Society for Adolescent Medicine.
[37] Marina Papastergiou,et al. Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation , 2009, Comput. Educ..
[38] Yizhe Chang,et al. Virtual Mechanical Assembly Training Based on a 3D Game Engine , 2015 .
[39] P. Chandler,et al. Assimilating complex information , 2002 .
[40] Roberto Canas,et al. Game-based trench safety education: development and lessons learned , 2011, J. Inf. Technol. Constr..
[41] Stefan Greuter,et al. Designing a game for occupational health and safety in the construction industry , 2012, IE '12.
[42] Danielle S. McNamara,et al. Short and Long Term Benefits of Enjoyment and Learning within a Serious Game , 2011, AIED.
[43] Konstantin Mitgutsch,et al. Purposeful by design?: a serious game design assessment framework , 2012, FDG.
[44] Tabitha C. Peck,et al. Putting yourself in the skin of a black avatar reduces implicit racial bias , 2013, Consciousness and Cognition.
[45] Shu-Huang Sun,et al. Development of virtual training platform of injection molding machine based on VR technology , 2012 .
[46] Benjamin S. Bloom,et al. A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives , 2000 .