Littérature scientifique sur le sujet « Serious games, team effectivene »
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Articles de revues sur le sujet "Serious games, team effectivene"
Kaimara, Polyxeni, Emmanuel Fokides, Antonia Plerou, Pinelopi Atsikpasi et Ioannis Deliyannis. « Serious Games Effect Analysis On Player's Characteristics ». International Journal of Smart Education and Urban Society 11, no 1 (janvier 2020) : 75–91. http://dx.doi.org/10.4018/ijseus.2020010106.
Texte intégralDenholm, John A., Aristidis Protopsaltis et Sara de Freitas. « The Value of Team-Based Mixed-Reality (TBMR) Games in Higher Education ». International Journal of Game-Based Learning 3, no 1 (janvier 2013) : 18–33. http://dx.doi.org/10.4018/ijgbl.2013010102.
Texte intégralBarnabè, Federico, Maria Cleofe Giorgino, Jacopo Guercini, Caterina Bianciardi et 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 (2 mai 2017) : 7–10. http://dx.doi.org/10.1108/dlo-06-2016-0051.
Texte intégralSharifzadeh, Nahid, Hadi Kharrazi, Elham Nazari, Hamed Tabesh, Maryam Edalati Khodabandeh, Somayeh Heidari et Mahmood Tara. « Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users : Scoping Review ». JMIR Serious Games 8, no 1 (5 mars 2020) : e13459. http://dx.doi.org/10.2196/13459.
Texte intégralOliveira, Rháleff N. R., Rafaela V. Rocha et Denise H. Goya. « Planning the Design and Execution of Student Performance Assessment in Serious Games ». Journal on Interactive Systems 12, no 1 (12 novembre 2021) : 172–90. http://dx.doi.org/10.5753/jis.2021.1907.
Texte intégralOlha, Borysova, Shutova Svitlana, Nagorna Viktoriia, Shlonska Olha, Serebriakov Oleh et 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.
Texte intégralHaddad, 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 (31 mai 2016) : 61. http://dx.doi.org/10.4995/var.2015.4191.
Texte intégralHaddad, 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 (31 mai 2016) : 61. http://dx.doi.org/10.4995/var.2016.4191.
Texte intégralHolzmann, Sophie Laura, Hanna Schäfer, Georg Groh, David Alexander Plecher, Gudrun Klinker, Gunther Schauberger, Hans Hauner et 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 (30 août 2019) : 2031. http://dx.doi.org/10.3390/nu11092031.
Texte intégralAbraham, Olufunmilola, Lisa Szela, Mahnoor Khan et Amrita Geddam. « Exploring Middle School Students’ Perspectives on Using Serious Games for Cancer Prevention Education : Focus Group Study ». JMIR Serious Games 10, no 1 (24 janvier 2022) : e31172. http://dx.doi.org/10.2196/31172.
Texte intégralThèses sur le sujet "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.
Texte intégralBarbone, 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/.
Texte intégralBououd, 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.
Texte intégralCollaboration 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.
Texte intégral« 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.
Texte intégralDissertation/Thesis
Ph.D. Biomedical Informatics 2014
Livres sur le sujet "Serious games, team effectivene"
Oates, Thomas P. Man Management. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252040948.003.0006.
Texte intégralNot Dark Yet A Very Funny Book About A Very Serious Game. Loose Chippings Books, 2008.
Trouver le texte intégralBooks, 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.
Trouver le texte intégralChapitres de livres sur le sujet "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 et Tomek Strzalkowski. « Analytics-Driven Design : Impact and Implications of Team Member Psychological Perspectives on a Serious Games (SGs) Design Framework ». Dans Serious Games Analytics, 275–300. Cham : Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-05834-4_12.
Texte intégralBusch, Philipp. « Serious Games for Peace Process Support in Yemen : Managing a Multicultural Team in a Fragile Context ». Dans 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.
Texte intégralKaimara, Polyxeni, Emmanuel Fokides, Antonia Plerou, Pinelopi Atsikpasi et Ioannis Deliyannis. « Serious Games Effect Analysis On Player's Characteristics ». Dans 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.
Texte intégralEsbin, Howard Bennett. « Virtual Strangers No More ». Dans Advances in IT Personnel and Project Management, 313–32. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9688-4.ch017.
Texte intégralWillems, Patrick. « How Serious Games Contribute to the Learning Experience of Engineering Students and Professionals ». Dans Engineering Education Trends in the Digital Era, 196–216. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2562-3.ch009.
Texte intégralBauserman, Stewart, Lan Jin, John W. Sheffield et Michael Mattingly. « Serious Cooperative Board Games as an Innovative Approach in a Study Abroad Course in Peru ». Dans 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.
Texte intégral« Team-Based Games for Leadership ». Dans 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.
Texte intégralŠimko, Jakub, Michal Tvarožek et Mária Bieliková. « Semantics Discovery via Human Computation Games ». Dans Semantic Web, 286–308. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-3610-1.ch012.
Texte intégralMehm, Florian, Christian Reuter et Stefan Göbel. « Authoring of Serious Games for Education ». Dans 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.
Texte intégralHainey, Thomas, Mario Soflano et Thomas M. Connolly. « A Randomised Controlled Trial to Evaluate Learning Effectiveness Using an Adaptive Serious Game to Teach SQL at Higher Education Level ». Dans Gamification, 1346–67. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch068.
Texte intégralActes de conférences sur le sujet "Serious games, team effectivene"
Eleftheriou, Anastasia, Kalli Koulloufidou, Alexandros Petropoulos et Kostas Kouvaris. « User Perceptions of Serious Games and Their Features ». Dans 17th Education and Development Conference. Tomorrow People Organization, 2022. http://dx.doi.org/10.52987/edc.2022.014.
Texte intégralBoyle, Liz, Fiona Hancock, Matt Seeney et Laz Allen. « The Implementation of Team Based Assessment In Serious Games ». Dans 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.12.
Texte intégralRamachandran, Sowmya, Bart Presnell et Rob Richards. « Serious games for team training and knowledge retention for long-duration space missions ». Dans 2016 IEEE Aerospace Conference. IEEE, 2016. http://dx.doi.org/10.1109/aero.2016.7500503.
Texte intégralBruzzone, Agostino G., Marina Massei et Enrico Bocca. « Simulation Models and Serious Games for Project Team Training in Engineering, Procurement, Construction & ; Commissioning ». Dans Power and Energy Systems. Calgary,AB,Canada : ACTAPRESS, 2012. http://dx.doi.org/10.2316/p.2012.761-016.
Texte intégralMilis, George, Matthew Bates, Maria Saridaki, Gaetana Ariu, Shirley Parsonage, Terry Yarnall et David Brown. « ADDRESSING EARLY SCHOOL LEAVING AND DISENGAGEMENT FROM EDUCATION THROUGH SERIOUS GAMES' CO-DESIGN ». Dans eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-101.
Texte intégralMustata, Ioan cristian, Ioana raluca Guica et Vlad Caras. « TEAM WORK AND STRATEGIC SKILLS DEVELOPMENT THROUGH THE USE OF THE GENERAL MANAGEMENT 2 BUSINESS SIMULATION ». Dans eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-144.
Texte intégralDraganov, Georgi, Ivan Sandanski et Ivan Slavchev. « STUDY OF VIOLENCE AMONG BASKETBALL FANS IN BULGARIA ». Dans INTERNATIONAL SCIENTIFIC CONGRESS “APPLIED SPORTS SCIENCES”. Scientific Publishing House NSA Press, 2022. http://dx.doi.org/10.37393/icass2022/138.
Texte intégralAl-Hamdan, Mohammad, et Ahmad Al-Shammari. « Efficient and Cost-Effective Casing Leak Detection Methodology on Offshore Oil Fields ». Dans International Petroleum Technology Conference. IPTC, 2022. http://dx.doi.org/10.2523/iptc-22574-ms.
Texte intégralBuchem, Ilona, Susan Vorwerg et Oskar Stamm. « Effectiveness of self-competitive gamification designs in VR exergames. Pilot study results from a 6-week training intervention with senior users. » Dans 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002744.
Texte intégralMarginean, Alexandra. « TEACHING INTERCULTURALISM BY RESORT TO GAMIFICATION AND E-LEARNING ». Dans eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-041.
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