Digital game technologies are a promising way to enable training providers to reach other target groups, namely those who are not interested in traditional learning technologies. Theoretically, through using digital game technologies we are able to foster the acquisition of any competence by specifying competency structures, offering adequate problem solving support while maintaining motivation and taking personality into consideration as part of the tailored game experience. In this paper, we illustrate how this is done within the RAGE project, which aims to develop, transform, and enrich advanced technologies into self-contained gaming assets for the leisure games industry to support game studios in developing applied games easi...
Active methodologies have been gaining space among learning approaches since the results positively ...
Abstract — Serious games have recognized potential as a means to tackle many challenges in education...
Increased global uptake of entertainment gaming has the potential to lead to high expectations of en...
Digital game technologies are a promising way to enable training providers to reach other target gro...
The RAGE project (Realising an Applied Gaming Ecosystem, http://rageproject.eu/) is an ongoing initi...
The large upfront investments required for game development pose a severe barrier for the wider upta...
The established (digital) leisure game industry is historically one dominated by large international...
Digital educational games constitute a major opportunity for acquiring knowledge and competences in ...
The presentation explains the approach of the RAGE project. It presents three examples of RAGE softw...
The use of computer games as learning objects is currently being used as an alternative way to addre...
Digital games have the potential to create active and engaging learning environments, supporting pro...
In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of ...
This thesis is concerned with how the coveted user-engagement of digital games can be usefully harne...
For seizing the potential of serious games, the RAGE project - funded by the Horizon-2020 Programme ...
This paper presents the RAGE marketplace portal (gamecomponents.eu), which is intended as a hot spot...
Active methodologies have been gaining space among learning approaches since the results positively ...
Abstract — Serious games have recognized potential as a means to tackle many challenges in education...
Increased global uptake of entertainment gaming has the potential to lead to high expectations of en...
Digital game technologies are a promising way to enable training providers to reach other target gro...
The RAGE project (Realising an Applied Gaming Ecosystem, http://rageproject.eu/) is an ongoing initi...
The large upfront investments required for game development pose a severe barrier for the wider upta...
The established (digital) leisure game industry is historically one dominated by large international...
Digital educational games constitute a major opportunity for acquiring knowledge and competences in ...
The presentation explains the approach of the RAGE project. It presents three examples of RAGE softw...
The use of computer games as learning objects is currently being used as an alternative way to addre...
Digital games have the potential to create active and engaging learning environments, supporting pro...
In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of ...
This thesis is concerned with how the coveted user-engagement of digital games can be usefully harne...
For seizing the potential of serious games, the RAGE project - funded by the Horizon-2020 Programme ...
This paper presents the RAGE marketplace portal (gamecomponents.eu), which is intended as a hot spot...
Active methodologies have been gaining space among learning approaches since the results positively ...
Abstract — Serious games have recognized potential as a means to tackle many challenges in education...
Increased global uptake of entertainment gaming has the potential to lead to high expectations of en...