Serious Games Development and Applications: Second by Radosław Mantiuk, Bartosz Bazyluk (auth.), Minhua Ma, Manuel

By Radosław Mantiuk, Bartosz Bazyluk (auth.), Minhua Ma, Manuel Fradinho Oliveira, João Madeiras Pereira (eds.)

This ebook constitutes the refereed complaints of the second one foreign convention on severe video games improvement and purposes, SGDA 2011, held in Lisbon, Portugal, in September 2011

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Additional info for Serious Games Development and Applications: Second International Conference, SGDA 2011, Lisbon, Portugal, September 19-20, 2011. Proceedings

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Romero, and E. : The Feeling of Another’s Knowing: Prosody and Filled Pauses as Cues to Listeners about the Metacognitive States of Speakers. : Group awareness tools for learning: Current and future directions. : Re-purposing existing generic games and simulations for e-learning. : Guiding knowledge communication in CSCL via group knowledge awareness. : What do you mean by collaborative learning? In: Dillenbourg, P. ) Collaborative-learning: Cognitive and Computational Approaches, pp. 1–19. : The evolution of research on computer-supported collaborative learning.

Fradinho Oliveira, J. ): SGDA 2011, LNCS 6944, pp. 36–48, 2011. © Springer-Verlag Berlin Heidelberg 2011 Virtual Location-Based Indoor Guide 37 are used for triangulation. However, to enhance system accuracy, the mobile device used for location may also contribute by providing information from other sensors such as accelerometers and digital compass. These extra bits of information are weighted and mixed together to produce a final calculation over the user position and orientation. Also, this system is targeted to achieve several goals besides the indoor localization of users, such as maintaining user privacy and provide near real-time information, since all the calculations are decentralized from the infrastructure and performed directly on the mobile device.

Firstly, researchers and designers who were in charge of the pedagogic aspects settled the content and the learning objectives of the game. Their prior objective was to provide players with a field of practice on following items. Content goals are focused on management terms as assets and liabilities; students should up by understanding and be able to determine whether a financial item is an asset, a liability or a cost. There is also an important pedagogical objective; students have to actively collaborate when playing in dyads in order to win the game.

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