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Search Results (137)

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Keywords = game prototyping

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18 pages, 3437 KB  
Article
Development of an Autonomous Robot for Precision Floor Marking
by Fatimah Alahmed, Muhammad Hawwa and Uthman Baroudi
Robotics 2026, 15(1), 7; https://doi.org/10.3390/robotics15010007 - 29 Dec 2025
Viewed by 394
Abstract
The construction and facilities management sectors are increasingly adopting automation technologies to improve productivity and reduce manual labor. In parallel, decorative and informational floor-marking is widely used in indoor environments such as schools, exhibition halls, and public spaces to support organization, wayfinding, and [...] Read more.
The construction and facilities management sectors are increasingly adopting automation technologies to improve productivity and reduce manual labor. In parallel, decorative and informational floor-marking is widely used in indoor environments such as schools, exhibition halls, and public spaces to support organization, wayfinding, and visual communication. While robotic systems have been developed for floor and layout marking, many existing solutions rely on specialized infrastructure or offer limited flexibility in the range of patterns that can be produced. This paper presents the development of a prototype of a mobile, wheeled robot capable of autonomously executing diverse designs on surfaces such as fields and floors. The robot’s potential applications include use on indoor floors and exhibition halls. It marks the ground using a plotting pen while navigating and avoiding obstacles within its environment. Additionally, the robot can produce a range of drawings, including letters and signage, and its capabilities can be extended to create decorative patterns as well as marks for floor-based games. This robot was constructed entirely from cost-effective, commercially available components. Experimental evaluation demonstrates repeatable motion and drawing performance, with measured standard deviations of approximately 1.6 mm in forward motion and 3 mm in lateral motion during representative grid-based traversal. These results indicate that the proposed approach achieves a level of accuracy and consistency sufficient for decorative floor-marking and similar applications, without reliance on external localization infrastructure. Full article
(This article belongs to the Topic New Trends in Robotics: Automation and Autonomous Systems)
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12 pages, 2457 KB  
Article
Stop Recycling the Past and Start Building for the Future: An AR Board Game Promoting Recycling and Sustainability Education
by Ilias Logothetis, Ioannis Andrianakis, Antonios Stamatakis, Vasiliki Eirini Chatzea and Nikolas Vidakis
Electronics 2025, 14(24), 4931; https://doi.org/10.3390/electronics14244931 - 16 Dec 2025
Viewed by 447
Abstract
Recycling education is important for promoting pro-environmental sustainable behavior, yet traditional approaches often lack engagement and impact, particularly among younger audiences. This study presents a digital, turn-based card strategy game designed to teach recycling principles and concepts through interactive city-building mechanics. Set in [...] Read more.
Recycling education is important for promoting pro-environmental sustainable behavior, yet traditional approaches often lack engagement and impact, particularly among younger audiences. This study presents a digital, turn-based card strategy game designed to teach recycling principles and concepts through interactive city-building mechanics. Set in an augmented reality environment, the game challenges players to balance population growth, resource use, and waste management to maintain a high well-being score for their city. Players construct digital buildings (houses, recycling facilities, resource infrastructures), each influencing waste production, recycling efficiency, and overall well-being. The game integrates educational content with engaging decision-making, aiming to foster system thinking and eco-conscious behavior. Unlike prior AR approaches, this game focuses on digital interaction, leveraging immersive game-based learning. Usability and engagement were evaluated using the in-game version of the Game Experience Questionnaire (GEQ). Findings support that users responded positively to the prototype’s game experience, suggesting that the digital game is promising. The study contributes to the growing field of digital pro-environmental education, providing insights into how interactive gameplay can support environmental awareness and laying groundwork for future evaluation of its educational impact. Full article
(This article belongs to the Special Issue End User Applications for Virtual, Augmented, and Mixed Reality)
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27 pages, 5048 KB  
Article
Living Counter-Maps: A Board Game as Critical Design for Relational Communication in Dementia Care
by Shital Desai, Sheryl Peris, Ria Saraiya and Rachel Remesat
Societies 2025, 15(12), 347; https://doi.org/10.3390/soc15120347 - 11 Dec 2025
Viewed by 444
Abstract
Dementia disrupts communication not only as a cognitive process but as a relational practice, leaving people living with dementia (PLwD) at risk of exclusion when language fragments. This study examines how communication closeness, the felt sense of being understood, emotionally attuned, and socially [...] Read more.
Dementia disrupts communication not only as a cognitive process but as a relational practice, leaving people living with dementia (PLwD) at risk of exclusion when language fragments. This study examines how communication closeness, the felt sense of being understood, emotionally attuned, and socially connected, might be supported through Research in and through Design (Ri&tD). Drawing on formative mixed-reality studies and a participatory co-design workshop with PLwD, caregivers, and stakeholders, we iteratively developed a series of playful artifacts culminating in Neighbourly, a tactile board game designed to support relational interaction through rule-based, multimodal play. Across this design genealogy, prototypes were treated as Living Counter-Maps: participatory mappings that made patterns of gesture, rhythm, shared attention, and material engagement visible and discussable. Through iterative interpretation and synthesis, the study identifies three guiding principles for designing for communication closeness: supporting co-regulation rather than correction, enabling multimodal reciprocity, and providing a shared material focus for joint agency. The paper consolidates these insights in the Living Counter-Maps Framework, which integrates counter-mapping and Ri&tD as a methodological approach for studying and designing relational communication in dementia care. Full article
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19 pages, 1085 KB  
Article
Expanding Participation in Inclusive Physical Education: A Maker-Based Approach for Sport-Marginalized Students
by Yongchul Kwon, Donghyun Kim, Minseo Kang and Gunsang Cho
Children 2025, 12(12), 1681; https://doi.org/10.3390/children12121681 - 10 Dec 2025
Viewed by 593
Abstract
Background/Objectives: This study examined how maker-based physical education (PE) lessons, co-designed within a Professional Learning Community (PLC), expanded student participation and supported teacher professional growth. Focus was placed on engaging sport-marginalized students, often excluded due to ability, motivation, or social background. Methods: This [...] Read more.
Background/Objectives: This study examined how maker-based physical education (PE) lessons, co-designed within a Professional Learning Community (PLC), expanded student participation and supported teacher professional growth. Focus was placed on engaging sport-marginalized students, often excluded due to ability, motivation, or social background. Methods: This qualitative single-case study examined a PE-focused professional learning community (PLC) that collaboratively designed maker-based PE lesson prototypes and partially implemented them in regular PE classes. Data included PLC documents, lesson plans, classroom observations, student work, and semi-structured teacher interviews, and were analyzed using inductive category analysis. Results: Three lesson types emerged: (1) physical data measurement and analysis, (2) performance feedback, and (3) play- and game-based formats. These diversified participation by promoting student roles beyond performers, such as creators and analysts. Sport-marginalized students took on new roles as creators and analysts and, at the same time, showed increased engagement in physical activities and more active participation in lessons as performers. Teachers shifted from skill-focused instruction to reflective, practice-based teaching. The PLC enabled sustained innovation and collective growth. Conclusions: Maker-based PE offers a low-cost, adaptable model for inclusive curriculum reform that promotes creativity, wellbeing, and participation. Future studies should explore its long-term impact, broader implementation, and strategies to support ongoing PLC-based innovation. Full article
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22 pages, 3610 KB  
Article
Directional Perception in Game-Based Dyslexia Risk Screening: A Mouse-Tracking Analysis
by Natsinee Tangsiripaiboon, Sakgasit Ramingwong, Kenneth Cosh, Narissara Eiamkanitchat and Lachana Ramingwong
Computers 2025, 14(12), 532; https://doi.org/10.3390/computers14120532 - 4 Dec 2025
Viewed by 826
Abstract
Dyslexia is not easily observed from outward appearance alone; differences typically emerge through learning performance and certain behavioral indicators. This study introduces the Direction Game, a computer-based task that uses mouse-tracking to capture behavioral signals related to directional perception, a common challenge among [...] Read more.
Dyslexia is not easily observed from outward appearance alone; differences typically emerge through learning performance and certain behavioral indicators. This study introduces the Direction Game, a computer-based task that uses mouse-tracking to capture behavioral signals related to directional perception, a common challenge among children at risk for dyslexia. The prototype consists of language-independent mini-games targeting three main types of directional confusion and was piloted with 102 primary school students. Analyses showed that concentration-related variables, particularly attentional control and visuo-motor planning, may provide more informative indicators of risk than simple accuracy scores. Machine learning models demonstrated promising classification performance relative to standardized school screening protocols. Additionally, an exploratory analysis of mouse trajectories revealed five tentative interaction profiles: hesitation, impulsivity, deliberate processing, fluent performance, and disengagement. Together, these findings highlight the potential of a simple, game-based mouse-tracking tool to support accessible and preliminary dyslexia risk assessment in classroom environments. Full article
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28 pages, 1120 KB  
Article
Building Shared Alignment for Agile at Scale: A Tool-Supported Method for Cross-Stakeholder Process Synthesis
by Giulio Serra and Antonio De Nicola
Software 2025, 4(4), 31; https://doi.org/10.3390/software4040031 - 3 Dec 2025
Viewed by 466
Abstract
Organizations increasingly rely on Agile software development to navigate the complexities of digital transformation. Agile emphasizes flexibility, empowerment, and emergent design, yet large-scale initiatives often extend beyond single teams to include multiple subsidiaries, business units, and regulatory stakeholders. In such contexts, team-level mechanisms [...] Read more.
Organizations increasingly rely on Agile software development to navigate the complexities of digital transformation. Agile emphasizes flexibility, empowerment, and emergent design, yet large-scale initiatives often extend beyond single teams to include multiple subsidiaries, business units, and regulatory stakeholders. In such contexts, team-level mechanisms such as retrospectives, backlog refinement, and planning events may prove insufficient to achieve alignment across diverse perspectives, organizational boundaries, and compliance requirements. To address this limitation, this paper introduces a complementary framework and a supporting software tool that enable systematic cross-stakeholder alignment. Rather than replacing Agile practices, the framework enhances them by capturing heterogeneous stakeholder views, surfacing tacit knowledge, and systematically reconciling differences into a shared alignment artifact. The methodology combines individual Functional Resonance Analysis Method (FRAM)-based process modeling, iterative harmonization, and an evidence-supported selection mechanism driven by quantifiable performance indicators, all operationalized through a prototype tool. The approach was evaluated in a real industrial case study within the regulated gaming sector, involving practitioners from both a parent company and a subsidiary. The results show that the methodology effectively revealed misalignments among stakeholders’ respective views of the development process, supported structured negotiation to reconcile these differences, and produced a consolidated process model that improved transparency and alignment across organizational boundaries. The study demonstrates the practical viability of the methodology and its value as a complementary mechanism that strengthens Agile ways of working in complex, multi-stakeholder environments. Full article
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15 pages, 4851 KB  
Article
A Digital Twin of River Experiment Infrastructure Based on a 3D Game Engine and Validation of Water Flow with a Real-Scale Experiment
by Woochul Kang and Eunkyung Jang
Appl. Sci. 2025, 15(23), 12507; https://doi.org/10.3390/app152312507 - 25 Nov 2025
Viewed by 488
Abstract
Reproducing the fluid dynamics of rivers is a challenging task that involves considering various factors such as water level and flow velocity. Although numerical modeling research has been performed in this field, the intricacy of establishing these models can vary considerably based on [...] Read more.
Reproducing the fluid dynamics of rivers is a challenging task that involves considering various factors such as water level and flow velocity. Although numerical modeling research has been performed in this field, the intricacy of establishing these models can vary considerably based on the numerical techniques applied. Hence, this study aims to validate the effectiveness of fluid flow reproduction technology based on game engines, highlighting its real-time performance. In particular, a prototype of the digital twin (DT) of the River Experiment Center, a full-scale hydraulic experimental facility, was constructed using the Unreal Engine 5 game engine, emphasizing visibility and real-time reproduction. Fluid Flux, based on shallow-water equations and 2D height fields, was utilized to reproduce flow results, and a comparative validation was conducted using the experimental data obtained from full-scale empirical tests. The findings validated the practicality of replicating real flow patterns, even with a simplified fluid simulation aimed at reproducibility and real-time efficiency. However, specific factors must be considered for public usage such as managing rivers and urban floods. The results indicate that graphics-based flow reproduction technology can more easily integrate with other fields. Moreover, the ability to reproduce events in real time and employ visual effects is essential for efficient disaster response. Full article
(This article belongs to the Section Civil Engineering)
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16 pages, 1253 KB  
Article
Co-Designing a Web-Based, Gamified, Auditory–Cognitive  Dual-Task Training System for Older Adults with Hearing Loss
by Ivy Yan Zhao, Tsz Wai Lau, Chen Li, Janet Ho-Yee Ng, Eleanor Holroyd, Robert Sweetow, Engle Angela Chan and Angela Y. M. Leung
Healthcare 2025, 13(22), 2926; https://doi.org/10.3390/healthcare13222926 - 15 Nov 2025
Viewed by 641
Abstract
Background: Age-related hearing loss (ARHL) is associated with decreased communication, reduced social engagement, cognitive decline and an increased risk of dementia globally. Although increasing studies report the benefits of combing auditory and cognitive training for older adults with ARHL, more evidence is needed [...] Read more.
Background: Age-related hearing loss (ARHL) is associated with decreased communication, reduced social engagement, cognitive decline and an increased risk of dementia globally. Although increasing studies report the benefits of combing auditory and cognitive training for older adults with ARHL, more evidence is needed to examine its effects. Moreover, existing training programs have been developed with minimal end-user involvement leading to low adherence rates. This study aimed to investigate the role of co-design in the development of an auditory–cognitive training system for older adults with ARHL. Methods: A co-design methodology was employed. Digital recordings of the co-design workshops were transcribed verbatim. An established reflexive thematic analysis methodology was used. Results: Fifteen older adults with ARHL, referred to as “co-researchers”, participated in three co-design workshops until data saturation was achieved. Consultations were held with two key service providers. Three key themes emerged: (1) older adults with ARHL prefer a user-friendly auditory–cognitive training system; (2) clear, localized and colloquial instructions for the training tasks are necessary; and (3) diversified, tailor-made and dual-task training tasks, performed in an interactive and game-like mode, can motivate and sustain usage of the training system. As a result, a prototype of a web-based, gamified, and adaptive auditory–cognitive dual-task training system was co-designed. Conclusions: Our findings affirmed the importance of genuinely listening to the voices of end-users and creating a system that is responsive to their needs and preferences. Future study is recommended to examine the effects of this system on older adults with ARHL. Full article
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30 pages, 2396 KB  
Article
IMAGINE Personalities: Augmenting Digital Character Workflows Using Motion Capture, Wearable Sensors, and Live Coding
by Dimitris Baltas, Anthie Kolokotroni, Katerina Malisova, Marina Stergiou, Giorgos Nikopoulos, Vilelmini Kalampratsidou, Alexandros Zarmakoupis, Martin Carle, Katerina El-Raheb, Iannis Zannos, Lori Kougioumtzian, Anastasios Theodoropoulos, Panagiotis Kyriakoulakos, Modestos Stavrakis and Spyros Vosinakis
Sensors 2025, 25(22), 6976; https://doi.org/10.3390/s25226976 - 14 Nov 2025
Viewed by 911
Abstract
This study examines how emerging sensor-based technologies can augment the personality expression of digital characters across multiple media. While digital animation and games have traditionally relied on movement to convey traits, the integration of motion capture, wearable biosensors, and live coding introduces new [...] Read more.
This study examines how emerging sensor-based technologies can augment the personality expression of digital characters across multiple media. While digital animation and games have traditionally relied on movement to convey traits, the integration of motion capture, wearable biosensors, and live coding introduces new opportunities for dynamic, embodied character design. Drawing on the MONOLOVE saga, we developed four prototypes across animation, games, interactive performance, and interactive networked environments. Central to our approach is the Wheel of Personality model, a structured taxonomy that organizes expressive parameters into four categories: Character Structure, Motion–Action, Interaction, and Environment. Each prototype was designed to explore how these categories, mediated through sensor technologies, contribute to the perception of personality traits. An evaluation with 14 participants from diverse backgrounds employed questionnaires and interviews to assess the alignment between intended and perceived character traits. The results show that movement and interaction were consistently identified as the most influential cues, while the impact of environmental factors varied across media. Additional influences included narration and the personality of the audience, underscoring the interpretive nature of perception. We conclude that personality expression emerges from the interplay of multimodal cues and context, offering methodological insights and frameworks for designing expressive and emotionally resonant digital characters in trans-media productions. Full article
(This article belongs to the Section Wearables)
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29 pages, 1549 KB  
Article
A Fuzzy DEMATEL-Based User-Centric Design Evaluation of Gamified Recommender Systems
by Seren Başaran and Agyeman Murad Taqi
Appl. Sci. 2025, 15(21), 11456; https://doi.org/10.3390/app152111456 - 27 Oct 2025
Viewed by 666
Abstract
Gamified recommender systems, which mix game design with recommendation frameworks, are a new way to increase user involvement and satisfaction. Even though they have a lot of potential, there has not been any systematic research on how their design affects how people use [...] Read more.
Gamified recommender systems, which mix game design with recommendation frameworks, are a new way to increase user involvement and satisfaction. Even though they have a lot of potential, there has not been any systematic research on how their design affects how people use them. This study introduces a fuzzy DEMATEL-based framework for the assessment and enhancement of gamified recommender systems. Four theoretically grounded gamified recommender system prototypes were developed as a novel contribution, as no readily available systems exist for these designs. The assessment utilized nine user-centric criteria—Effectiveness, Transparency, Persuasiveness, Satisfaction, Trust, Usefulness, Ease of Use, Efficiency, and Education—systematically derived from a PRISMA-guided literature review. This study integrates gamification theory, systematic review, and fuzzy decision-making to formulate a comprehensive framework for identifying the key factors influencing adoption. The fuzzy DEMATEL was applied to evaluate feedback from 25 end-users, and it was found that usefulness and ease of use were the most essential factors for satisfaction and system effectiveness. Analysis of design showed that competition in Points, Badges, and Leaderboards (PBL) design boosts short-term motivation, Acknowledgments, Objectives, and Progression (AOP) boosts progress and openness, Acknowledgments, Competition, and Time Pressure (ACT) boosts efficiency in competitive situations but might lower satisfaction, and Acknowledgments, Objectives, and Social Pressure (AOS) depends on social influence and accountability. Full article
(This article belongs to the Section Energy Science and Technology)
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26 pages, 573 KB  
Article
Mutual V2I Multifactor Authentication Using PUFs in an Unsecure Multi-Hop Wi-Fi Environment
by Mohamed K. Elhadad and Fayez Gebali
Electronics 2025, 14(21), 4167; https://doi.org/10.3390/electronics14214167 - 24 Oct 2025
Viewed by 573
Abstract
Secure authentication in vehicular ad hoc networks (VANETs) remains a fundamental challenge due to their dynamic topology, susceptibility to attacks, and scalability constraints in multi-hop communication. Existing approaches based on elliptic curve cryptography (ECC), blockchain, and fog computing have achieved partial success but [...] Read more.
Secure authentication in vehicular ad hoc networks (VANETs) remains a fundamental challenge due to their dynamic topology, susceptibility to attacks, and scalability constraints in multi-hop communication. Existing approaches based on elliptic curve cryptography (ECC), blockchain, and fog computing have achieved partial success but suffer from latency, resource overhead, and limited adaptability, leaving a gap for lightweight and hardware-rooted trust models. To address this, we propose a multi-hop mutual authentication protocol leveraging Physical Unclonable Functions (PUFs), which provide tamper-evident, device-specific responses for cryptographic key generation. Our design introduces a structured sequence of phases, including pre-deployment, registration, login, authentication, key establishment, and session maintenance, with optional multi-hop extension through relay vehicles. Unlike prior schemes, our protocol integrates fuzzy extractors for error tolerance, employs both inductive and game-based proofs for security guarantees, and maps BAN-logic reasoning to specific attack resistances, ensuring robustness against replay, impersonation, and man-in-the-middle attacks. The protocol achieves mutual trust between vehicles and RSUs while preserving anonymity via temporary identifiers and achieving forward secrecy through non-reused CRPs. Conceptual comparison with state-of-the-art PUF-based and non-PUF schemes highlights the potential for reduced latency, lower communication overhead, and improved scalability via cloud-assisted CRP lifecycle management, while pointing to the need for future empirical validation through simulation and prototyping. This work not only provides a secure and efficient solution for VANET authentication but also advances the field by offering the first integrated taxonomy-driven evaluation of PUF-enabled V2X protocols in multi-hop Wi-Fi environments. Full article
(This article belongs to the Special Issue Privacy and Security Vulnerabilities in 6G and Beyond Networks)
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19 pages, 308 KB  
Article
Changing Beliefs: The Use of a Playful Approach to Foster a Growth Mindset
by Brigitta Pia Alioto, Alessandra Cecilia Jacomuzzi and Roland Klemke
Educ. Sci. 2025, 15(11), 1421; https://doi.org/10.3390/educsci15111421 - 23 Oct 2025
Viewed by 1109
Abstract
The introduction of new technologies has reshaped both workplaces and learning environments, requiring the development of transversal competences such as adaptability, reflection, and perseverance. Following the COVID-19 pandemic, playful approaches have been increasingly adopted in educational settings to enhance engagement, attention, and motivation, [...] Read more.
The introduction of new technologies has reshaped both workplaces and learning environments, requiring the development of transversal competences such as adaptability, reflection, and perseverance. Following the COVID-19 pandemic, playful approaches have been increasingly adopted in educational settings to enhance engagement, attention, and motivation, as well as to foster awareness of specific topics. In collaboration with the Cologne GameLab, a game prototype entitled Intergalactic Growth was developed to improve understanding of the growth mindset and to promote perseverance, self-awareness, and critical behavior in the use of ChatGPT. This study has two main objectives: to address the growth mindset from an educational and neuroscientific perspective, and to collect qualitative insights on the prototype’s usability and pedagogical potential. Data were gathered through a focus group and analyzed using reflexive thematic analysis (RTA) with NVivo 14. The findings suggest that Intergalactic Growth effectively stimulates emotional engagement and reflection but requires refinement to enhance its pedagogical impact, particularly concerning feedback authenticity and the integration of ChatGPT. Full article
11 pages, 275 KB  
Opinion
Making Historical Consciousness Come Alive: Abstract Concepts, Artificial Intelligence, and Implicit Game-Based Learning
by Julie Madelen Madshaven, Christian Walter Peter Omlin and Apostolos Spanos
Educ. Sci. 2025, 15(9), 1128; https://doi.org/10.3390/educsci15091128 - 30 Aug 2025
Cited by 1 | Viewed by 1710
Abstract
As new technologies shape education, helping students develop historical consciousness remains a challenge. Building on Nordic curricula that emphasize students as both “history-made” and “history-making” citizens, this paper proposes an approach that integrates artificial intelligence (AI) with implicit digital game-based learning (DGBL) to [...] Read more.
As new technologies shape education, helping students develop historical consciousness remains a challenge. Building on Nordic curricula that emphasize students as both “history-made” and “history-making” citizens, this paper proposes an approach that integrates artificial intelligence (AI) with implicit digital game-based learning (DGBL) to learn and develop historical consciousness in education. We outline how traditional, lecture-driven history teaching often fails to convey the abstract principles of historicity (the idea that individual identity, social institutions, values, and ways of thinking are historically conditioned) and the interpretation of the past, understanding of the present, and perspective on the future. Building on Jeismann’s definition of historical consciousness, we identify a gap between the theory-rich notions of historical consciousness and classroom practice, where many educators either do not recognize it or interpret it intuitively from the curriculum’s limited wording, leaving the concept generally absent from the classroom. We then examine three theory-based methods of enriching teaching and learning. Game-based learning provides an interactive environment in which students assume roles, make decisions, and observe consequences, experiencing historical consciousness instead of only reading about it. AI contributes personalized, adaptive content: branching narratives evolve based on individual choices, non-player characters respond dynamically, and analytics guide scaffolding. Implicit learning theory suggests that embedding core principles directly into gameplay allows students to internalize complex ideas without interrupting immersion; they learn by doing, not by explicit instruction. Finally, we propose a model in which these elements combine: (1) game mechanics and narrative embed principles of historical consciousness; (2) AI dynamically adjusts challenges, generates novel scenarios, and delivers feedback; (3) key concepts are embedded into the game narrative so that students absorb them implicitly; and (4) follow-up reflection activities transform tacit understanding into explicit knowledge. We conclude by outlining a research agenda that includes prototyping interactive environments, conducting longitudinal studies to assess students’ learning outcomes, and exploring transferability to other abstract concepts. By situating students within scenarios that explore historicity and temporal interplay, this approach seeks to transform history education into an immersive, reflective practice where students see themselves as history-made and history-making and view the world through a historical lens. Full article
(This article belongs to the Special Issue Unleashing the Potential of E-learning in Higher Education)
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42 pages, 5885 KB  
Article
Design and Evaluation of a Serious Game Prototype to Stimulate Pre-Reading Fluency Processes in Paediatric Hospital Classrooms
by Juan Pedro Tacoronte-Sosa and María Ángeles Peña-Hita
Multimodal Technol. Interact. 2025, 9(9), 90; https://doi.org/10.3390/mti9090090 - 27 Aug 2025
Viewed by 2874
Abstract
Didactic digital tools can commence, enhance, and strengthen reading fluency in children undergoing long-term hospitalization due to oncology conditions. However, resources specifically designed to support rapid naming and decoding in Spanish remain scarce. This study presents the design, development, and evaluation of a [...] Read more.
Didactic digital tools can commence, enhance, and strengthen reading fluency in children undergoing long-term hospitalization due to oncology conditions. However, resources specifically designed to support rapid naming and decoding in Spanish remain scarce. This study presents the design, development, and evaluation of a game prototype aimed at addressing this gap among Spanish-speaking preschoolers in hospital settings. Developed using Unity through a design-based research methodology, the game comprises three narratively linked levels targeting rapid naming, decoding, and fluency. A sequential exploratory mixed-methods design (QUAL-quan) guided the evaluation. Qualitative data were obtained from a focus group of hospital teachers (N = 6) and interviews with experts (N = 30) in relevant fields. Quantitative validation involved 274 experts assessing the game’s contextual, pedagogical, and technical quality. The prototype was also piloted with four end-users using standardised tests for rapid naming, decoding, and fluency in Spanish. Results indicated strong expert consensus regarding the game’s educational value, contextual fit, and usability. Preliminary findings suggest potential for fostering and supplementing early literacy skills in hospitalised children. Further research with larger clinical samples is recommended to validate these outcomes. Full article
(This article belongs to the Special Issue Video Games: Learning, Emotions, and Motivation)
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18 pages, 1960 KB  
Article
Design and Evaluation of a Multisensory Tangible Game Device for Inclusive Pre-Braille Literacy
by Manuel J. Ibarra-Cabrera, Roel Waldiry Gamarra Chipa, Hesmeralda Rojas Enriquez, Yonatan Mamani-Coaquira, Herwin Alayn Huillcen Baca and David Calderon Vilca
Educ. Sci. 2025, 15(9), 1110; https://doi.org/10.3390/educsci15091110 - 26 Aug 2025
Viewed by 1877
Abstract
This paper presents the design and evaluation of a multisensory tangible game device aimed at promoting pre-Braille literacy in children with varying visual abilities, including those who are blind, partially sighted, and sighted. The prototype integrates tactile, auditory, and visual elements to provide [...] Read more.
This paper presents the design and evaluation of a multisensory tangible game device aimed at promoting pre-Braille literacy in children with varying visual abilities, including those who are blind, partially sighted, and sighted. The prototype integrates tactile, auditory, and visual elements to provide an inclusive and engaging learning experience. The device combines educational content with game-based learning, allowing users to interact with Braille characters through touch while receiving auditory feedback and visual cues. A focus group evaluation was conducted to assess the prototype’s effectiveness, engagement, and educational value. Results indicated that the device successfully captured users’ attention, with 83% recognizing its potential as a valuable educational tool for teaching pre-Braille literacy, 92% of participants reporting high engagement, and 75% of participants agreeing with the serious game approach. Feedback also highlighted areas for improvement, including the need for clearer tactile differentiation and more adaptive learning features. This study demonstrates the potential of combining multisensory feedback and serious gaming to enhance literacy education in children with visual impairments and provides insights into the further development of inclusive educational technologies. Full article
(This article belongs to the Special Issue Teachers and Teaching in Inclusive Education)
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