GBL

New entry in Digiplay games research bibliography:

Due to the advanced computer and network technologies, it could be helpful to conduct an advanced distance learning system for learners to process their learning activities in anytime and anywhere. However, according to many research issues which found that the learning motivation is the most important element to encourage people into their learning and assessment activities. In this paper, we proposed the 2D Adventure Game-Based Assessment System which not only could draw people into their learning activities, but could help instructors easily to design and manage the related learning and assessment content.

New entry in Digiplay games research bibliography:

The advanced 3D graphic and computer technologies could provide advanced 3D virtual environment in order to let users have the immersion experiences in that environment. Also, as human interaction technologies, it could be helpful for providing more different and suitable interaction styles when facing some particula0072 interaction situations. The related works pointed out that the game elements could improve learners' motivation during learning. In this paper, we proposed the 3D Adventure Game-Based Assessment System could not only attract learners to take their assessment activities, but also help instructors to design and manage the related assessment content easily.

New entry in Digiplay games research bibliography:

This paper discusses how learning material in the form of computer games in the area of ICT security affect ICT security usage. The findings from a conducted user-study show that computer games can be efficient learning environments when using security tools in terms of accessibility, safety, and speed. By replicating an earlier usability study, in which the participants utilised security tools to send and receive encrypted emails, the practical consequences of learning via a Game-Based Instruction were evaluated; the findings show that none of the participants who were given the chosen computer game as an instruction before the actual assignment did make any serious error when applying their security knowledge in contrast to the participants who did not receive any instruction in forehand. They also finished the assignment faster than the corresponding participants. To be able to evaluate the "practical knowledge" acquired, a model for Vital Security Functions was created that allows for comparison of security usage between high-level security applications.

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