Academic literature on the topic 'Serious games, team effectivene'
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Journal articles on the topic "Serious games, team effectivene"
Kaimara, Polyxeni, Emmanuel Fokides, Antonia Plerou, Pinelopi Atsikpasi, and Ioannis Deliyannis. "Serious Games Effect Analysis On Player's Characteristics." International Journal of Smart Education and Urban Society 11, no. 1 (January 2020): 75–91. http://dx.doi.org/10.4018/ijseus.2020010106.
Full textDenholm, John A., Aristidis Protopsaltis, and Sara de Freitas. "The Value of Team-Based Mixed-Reality (TBMR) Games in Higher Education." International Journal of Game-Based Learning 3, no. 1 (January 2013): 18–33. http://dx.doi.org/10.4018/ijgbl.2013010102.
Full textBarnabè, Federico, Maria Cleofe Giorgino, Jacopo Guercini, Caterina Bianciardi, and Vincenzo Mezzatesta. "Engaging professionals with serious games: the Lean Healthcare Lab at Siena University Hospital." Development and Learning in Organizations: An International Journal 31, no. 3 (May 2, 2017): 7–10. http://dx.doi.org/10.1108/dlo-06-2016-0051.
Full textSharifzadeh, Nahid, Hadi Kharrazi, Elham Nazari, Hamed Tabesh, Maryam Edalati Khodabandeh, Somayeh Heidari, and Mahmood Tara. "Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review." JMIR Serious Games 8, no. 1 (March 5, 2020): e13459. http://dx.doi.org/10.2196/13459.
Full textOliveira, Rháleff N. R., Rafaela V. Rocha, and Denise H. Goya. "Planning the Design and Execution of Student Performance Assessment in Serious Games." Journal on Interactive Systems 12, no. 1 (November 12, 2021): 172–90. http://dx.doi.org/10.5753/jis.2021.1907.
Full textOlha, Borysova, Shutova Svitlana, Nagorna Viktoriia, Shlonska Olha, Serebriakov Oleh, and Mytko Artur. "CHARACTERISTICS OF COMPETITIVE ACTIVITY OF UKRAINIAN NATIONAL TEAMS IN SPORTS GAMES IN THE INTERNATIONAL AREA." Sport Science and Human Health 4, no. 2 (2020): 27–37. http://dx.doi.org/10.28925/2664-2069.2020.2.3.
Full textHaddad, Naif A. "Multimedia and cultural heritage: a discussion for the community involved in children's heritage edutainment and serious games in the 21st century." Virtual Archaeology Review 7, no. 14 (May 31, 2016): 61. http://dx.doi.org/10.4995/var.2015.4191.
Full textHaddad, Naif A. "Multimedia and cultural heritage: a discussion for the community involved in children's heritage edutainment and serious games in the 21st century." Virtual Archaeology Review 7, no. 14 (May 31, 2016): 61. http://dx.doi.org/10.4995/var.2016.4191.
Full textHolzmann, Sophie Laura, Hanna Schäfer, Georg Groh, David Alexander Plecher, Gudrun Klinker, Gunther Schauberger, Hans Hauner, and Christina Holzapfel. "Short-Term Effects of the Serious Game “Fit, Food, Fun” on Nutritional Knowledge: A Pilot Study among Children and Adolescents." Nutrients 11, no. 9 (August 30, 2019): 2031. http://dx.doi.org/10.3390/nu11092031.
Full textAbraham, Olufunmilola, Lisa Szela, Mahnoor Khan, and Amrita Geddam. "Exploring Middle School Students’ Perspectives on Using Serious Games for Cancer Prevention Education: Focus Group Study." JMIR Serious Games 10, no. 1 (January 24, 2022): e31172. http://dx.doi.org/10.2196/31172.
Full textDissertations / Theses on the topic "Serious games, team effectivene"
ARGENTON, LUCA UGO. "Multiplayer Serious Games and Team Effectiveness: the impact of different media on team dynamics." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2016. http://hdl.handle.net/10281/105390.
Full textBarbone, Roberto. "Virtual team building through serious games: the Scrumble case study." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21742/.
Full textBououd, Ikram. "Etude de la collaboration dans les environnements virtuels 3D et de l'impact de leur utilisation sur la performance des épuipes : entre management et conception des systèmes d'information." Thesis, Evry-Val d'Essonne, 2014. http://www.theses.fr/2014EVRY0003/document.
Full textCollaboration is increasingly distributed and influenced by the technologies involved in the workspace. 3D Virtual worlds (VWs) are rich, highly interactive and promising collaboration tools providing a more realistic visual dimension in representing work environment and a growing capacity of simulation. Thanks to avatars (representation of their users), they may reinvent the notion of co-presence (the being together) and provide rich social interactions. Several researchers and practitioners are particularly interested in the potential of these new media to support collaborative practices. However, the literature does not provide yet satisfactory and accurate response to companies about impacts of these technologies’ use on team performance. Existent researchers studied specific factors influencing collaboration. A research model gathering determinants of three different categories (technological, individual and collective) impacting team performance has never been proposed. This research attempts to address this gap and looks at this effect more closely. From a methodological point of view, our methodology is based on the Hevner’s and colleagues (2004) IS research framework combining behavioral science and design science. From the behavioral science side, qualitative and quantitative studies have been conducted. We report on the impacts of a set of important determinants that influence team performance. This research describes inner IT dynamics distinguishing these new media. It research highlighted determinants that are fostering collaboration such knowledge sharing, knowledge application, cognitive absorption, virtual co-presence, VW technology usage, customization, and object manipulation. Others determinants are found to inhibit collaboration in 3D VWs such as social loafing and density. From a design science side, we designed a serious game focusing on the determinants mentioned above and could be useful to vary collaborative scenarios in the aim to deepen the study of collaboration in 3D VWs and enhance team performance. This game aims at bringing a learning-by-doing experience to explore the specificities of team collaboration in VWs. This research argues that successful collaboration is possible in VWs with the respect of a set of best practices
Franklin, Dennis Michael. "SiMAMT: A Framework for Strategy-Based Multi-Agent Multi-Team Systems." 2017. http://scholarworks.gsu.edu/cs_diss/125.
Full text"Design, Development and Evaluation of Collaborative Team Training Method in Virtual Worlds for Time-critical Medical Procedures." Doctoral diss., 2014. http://hdl.handle.net/2286/R.I.24760.
Full textDissertation/Thesis
Ph.D. Biomedical Informatics 2014
Books on the topic "Serious games, team effectivene"
Oates, Thomas P. Man Management. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252040948.003.0006.
Full textNot Dark Yet A Very Funny Book About A Very Serious Game. Loose Chippings Books, 2008.
Find full textBooks, Darts Score. Our Drinking Team Has a Serious Darts Problem: Darts Scorebook 100 Darts Score Sheets 6x9 Score Keeper Gift for Darts Lovers & Pub Games Lovers. Independently Published, 2019.
Find full textBook chapters on the topic "Serious games, team effectivene"
Folkestad, James Eric, Daniel H. Robinson, Brian McKernan, Rosa Mikeal Martey, Matthew G. Rhodes, Jennifer Stromer-Galley, Kate Kenski, Benjamin A. Clegg, Adrienne Shaw, and Tomek Strzalkowski. "Analytics-Driven Design: Impact and Implications of Team Member Psychological Perspectives on a Serious Games (SGs) Design Framework." In Serious Games Analytics, 275–300. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-05834-4_12.
Full textBusch, Philipp. "Serious Games for Peace Process Support in Yemen: Managing a Multicultural Team in a Fragile Context." In Transforming Society and Organizations through Gamification, 289–308. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68207-1_15.
Full textKaimara, Polyxeni, Emmanuel Fokides, Antonia Plerou, Pinelopi Atsikpasi, and Ioannis Deliyannis. "Serious Games Effect Analysis On Player's Characteristics." In Research Anthology on Game Design, Development, Usage, and Social Impact, 1621–39. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch078.
Full textEsbin, Howard Bennett. "Virtual Strangers No More." In Advances in IT Personnel and Project Management, 313–32. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9688-4.ch017.
Full textWillems, Patrick. "How Serious Games Contribute to the Learning Experience of Engineering Students and Professionals." In Engineering Education Trends in the Digital Era, 196–216. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2562-3.ch009.
Full textBauserman, Stewart, Lan Jin, John W. Sheffield, and Michael Mattingly. "Serious Cooperative Board Games as an Innovative Approach in a Study Abroad Course in Peru." In People-Centered Approaches Toward the Internationalization of Higher Education, 218–32. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3796-1.ch011.
Full text"Team-Based Games for Leadership." In Enhancing Education and Training Initiatives Through Serious Games, 197–222. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3689-5.ch006.
Full textŠimko, Jakub, Michal Tvarožek, and Mária Bieliková. "Semantics Discovery via Human Computation Games." In Semantic Web, 286–308. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-3610-1.ch012.
Full textMehm, Florian, Christian Reuter, and Stefan Göbel. "Authoring of Serious Games for Education." In Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare, 60–73. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-3673-6.ch004.
Full textHainey, Thomas, Mario Soflano, and Thomas M. Connolly. "A Randomised Controlled Trial to Evaluate Learning Effectiveness Using an Adaptive Serious Game to Teach SQL at Higher Education Level." In Gamification, 1346–67. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch068.
Full textConference papers on the topic "Serious games, team effectivene"
Eleftheriou, Anastasia, Kalli Koulloufidou, Alexandros Petropoulos, and Kostas Kouvaris. "User Perceptions of Serious Games and Their Features." In 17th Education and Development Conference. Tomorrow People Organization, 2022. http://dx.doi.org/10.52987/edc.2022.014.
Full textBoyle, Liz, Fiona Hancock, Matt Seeney, and Laz Allen. "The Implementation of Team Based Assessment In Serious Games." In 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.12.
Full textRamachandran, Sowmya, Bart Presnell, and Rob Richards. "Serious games for team training and knowledge retention for long-duration space missions." In 2016 IEEE Aerospace Conference. IEEE, 2016. http://dx.doi.org/10.1109/aero.2016.7500503.
Full textBruzzone, Agostino G., Marina Massei, and Enrico Bocca. "Simulation Models and Serious Games for Project Team Training in Engineering, Procurement, Construction & Commissioning." In Power and Energy Systems. Calgary,AB,Canada: ACTAPRESS, 2012. http://dx.doi.org/10.2316/p.2012.761-016.
Full textMilis, George, Matthew Bates, Maria Saridaki, Gaetana Ariu, Shirley Parsonage, Terry Yarnall, and David Brown. "ADDRESSING EARLY SCHOOL LEAVING AND DISENGAGEMENT FROM EDUCATION THROUGH SERIOUS GAMES' CO-DESIGN." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-101.
Full textMustata, Ioan cristian, Ioana raluca Guica, and Vlad Caras. "TEAM WORK AND STRATEGIC SKILLS DEVELOPMENT THROUGH THE USE OF THE GENERAL MANAGEMENT 2 BUSINESS SIMULATION." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-144.
Full textDraganov, Georgi, Ivan Sandanski, and Ivan Slavchev. "STUDY OF VIOLENCE AMONG BASKETBALL FANS IN BULGARIA." In INTERNATIONAL SCIENTIFIC CONGRESS “APPLIED SPORTS SCIENCES”. Scientific Publishing House NSA Press, 2022. http://dx.doi.org/10.37393/icass2022/138.
Full textAl-Hamdan, Mohammad, and Ahmad Al-Shammari. "Efficient and Cost-Effective Casing Leak Detection Methodology on Offshore Oil Fields." In International Petroleum Technology Conference. IPTC, 2022. http://dx.doi.org/10.2523/iptc-22574-ms.
Full textBuchem, Ilona, Susan Vorwerg, and Oskar Stamm. "Effectiveness of self-competitive gamification designs in VR exergames. Pilot study results from a 6-week training intervention with senior users." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002744.
Full textMarginean, Alexandra. "TEACHING INTERCULTURALISM BY RESORT TO GAMIFICATION AND E-LEARNING." In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-041.
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