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Keyword: Game-based learning
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Open AccessArticle
11 Pages, 1,286 KB Download PDF

Initial Experiments using Game-based Learning Applied in a Classical Knowledge Robotics in In-Person and Distance Learning Classroom

Advances in Science, Technology and Engineering Systems Journal, Volume 6, Issue 4, Page # 212–222, 2021; DOI: 10.25046/aj060425
Abstract:

This paper addresses experiments with Scratch-developed games in the robotics introduction course at the Federal University of Technology – Paraná. It aims at assisting learning of classical and initial robotics concepts. This proposal, similar to the classic 80s war tanks game on Atari 2600, was developed using an autonomous vehicle. In the first experiment, applied…

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(This article belongs to the SP11 (Special Issue on Innovation in Computing, Engineering Science & Technology 2021) & Section Robotics (ROB))
Open AccessArticle
13 Pages, 2,047 KB Download PDF

Extendable Board Game to Facilitate Learning in Supply Chain Management

Advances in Science, Technology and Engineering Systems Journal, Volume 3, Issue 4, Page # 99–111, 2018; DOI: 10.25046/aj030411
Abstract:

Game-based learning has been introduced as an interactive tool to facilitate learning and training processes in various fields, including supply chain management (SCM). Most of these games are specifically designed to focus on certain scenarios and concepts. For example, the original beer distribution game focuses on a single product supply chain without considering capacity and…

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(This article belongs to the SP5 (Special Issue on Multidisciplinary Sciences and Engineering 2018) & Section Transportation Science & Technology (TST))
Open AccessArticle
9 Pages, 1,359 KB Download PDF

Innovative Research on the Development of Game-based Tourism Information Services Using Component-based Software Engineering

Advances in Science, Technology and Engineering Systems Journal, Volume 3, Issue 1, Page # 451–459, 2018; DOI: 10.25046/aj030155
Abstract:

In recent years, a number of studies have been conducted exploring the potential of digital tour guides, that is, multimedia components (e.g., 2D graphic, 3D models, and sound effects) that can be integrated into digital storytelling with location-based services. This study uses component-based software engineering to develop the content of game-based tourism information services. The…

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(This article belongs to the SP4 (Special issue on Advancement in Engineering Technology 2017-18) & Section Interdisciplinary Applications of Computer Science (CSI))
Open AccessArticle
5 Pages, 813 KB Download PDF

Innovative design with learning reflexiveness for developing the Hamiltonian circuit learning games

Advances in Science, Technology and Engineering Systems Journal, Volume 3, Issue 1, Page # 352–356, 2018; DOI: 10.25046/aj030143
Abstract:

In this study, we use a new proposed framework to develop the Hamiltonian circuit learning games for college students. The framework is for enhancing learners’ activities with learning reflexiveness. The design of these games is based on this framework to achieve the targeted learning outcomes. In recent years, the game-based learning is a very popular…

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(This article belongs to the SP4 (Special issue on Advancement in Engineering Technology 2017-18) & Section Interdisciplinary Applications of Computer Science (CSI))
Open AccessArticle
7 Pages, 1,341 KB Download PDF

Octalysis Audit to Analyze gamification on Kahoot!

Advances in Science, Technology and Engineering Systems Journal, Volume 6, Issue 1, Page # 457–463, 2021; DOI: 10.25046/aj060149
Abstract:

Since its release in 2013, 4.4 billion people around the world have used Kahoot!. Various topics with multiple languages have been made so that there are at least 200 billion games. A very high number for an educational application. Why Kahoot! So interesting? This study aims to analyze the gamification elements found in Kahoot! as…

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(This article belongs to Section Artificial Intelligence in Computer Science (CAI))
Open AccessArticle
8 Pages, 1,528 KB Download PDF

Personalized Serious Games for Improving Attention Skills among Palestinian Adolescents

Advances in Science, Technology and Engineering Systems Journal, Volume 6, Issue 4, Page # 368–375, 2021; DOI: 10.25046/aj060441
Abstract:

Serious games (SGs) are interactive and entertaining digital games with a special educational purpose. Studies have shown that SGs are effective in enhancing educational skills. Cognitive skills training through serious games have been used in improving students learning outcomes. In this article, we introduce the ‘plants kingdom’ serious game for improving adolescents’ cognitive skills, mainly…

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(This article belongs to the SP11 (Special Issue on Innovation in Computing, Engineering Science & Technology 2021) & Section Interdisciplinary Applications of Computer Science (CSI))

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