Aug
25
What if a fun and addictive game can tell if you are learning? Well, that’s just what we are trying to create. A smart system that can tell if you are learning and, based on your interactions with the game, decide what it needs to do to make sure you learn successfully and efficiently.
Why not have a go at our simple game, where data will be collected to develop the models required for this to become a success.
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Aug
25
Beaconing at ISL 2017
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Aug
21
This literary article has been accepted in the ISL 2017 conferernce. Along with other projects and grants, BEACONING (H2020) has provided a pedagogical platform behind the research work. Here is a brief discussion on the main methodologies and results of this research attempt:
The rapid expansion of urban areas throughout the world is a daunting issue in terms of Logistics support and management. The quality and reliability of service is manageable in the areas with lower congestion whereas it is not the same in cases of higher congestion areas. The optimization and organization of logistic processes and transportation activities being the main objective of urban logistics, it is immensely important to identify the key factors for success in the entire process. It is evident from the previous researches that the increment of efficiency within complex systems is majorly dependent on the interactions between the stakeholders. Under this circumstance, Supara Grudpan, Jannicke Baalsrud Hauge and Klaus-Dieter Thoben has written an analysis of a systematic literature review of the existing works in this field. The focus of this article remains on the challenges related to collaboration between the stakeholders in urban logistics. The methodology used to separate the result is according to Pickering (2013) and along with it, another review protocol was present to identify selection criteria, collect and then to analyse the data. This method is designed to collect, classify and identify challenges in collaborative urban logistics as well as collaborative technology related to private and public stakeholders’ interaction and engagement. The final steps were to synthesize and evaluate the results obtained from the data during the process.
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Aug
5
The Serious Play 2017 Conference held at the Virginia Serious Games Institute (VSGI) near Washington, USA was a strong affirmation of the ever growing understanding of and commitment to the role of play and games in modern education strategies. The VSGI is modelled on the original Serious Games Institute at Coventry University and mixes research, showcasing and incubation of innovative small businesses involved in serious games and virtual worlds. The VSGI is a major investment in the economic development of the region.
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Aug
4
Whilst the use of serious games and simulations in educational learning and development contexts has generally been regarded as synonymous with video games and digital technologies, there are very simple, easy to set up and effective gamification techniques which do not use technology at all and which are proven routes to engagement. Cards and board games offer many opportunities to both apply and teach gamification in every imaginable sector. There is an almost unlimited range of playing cards such as the standard 52 pack of cards used in games like poker and solitaire, Uno cards and the many varieties of Happy Families cards. All of these cards provide an ideal way to introduce the elements of challenge and chance into any classroom or workshop situation. Using the selection of cards to create teams of people at random can be a great icebreaker as well as encouraging collaboration.
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