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"E-VITA, an innovative and creative approach to knowledge sharing and transfer in an  intergenerational setting"

Sónia Hetzner,  Institute for Innovation in Learning (FIM NewLearning)- Germany,  Lucia Pannese, imaginary srl -  Italy
EDEN Conference- 10-13 June 2009 - Gdansk - Poland
Abstract:

In this paper a concept based on an innovative combination of Storytelling and Serious Games to promote knowledge sharing in an intergenerational approach is presented. The paper carefully shows how life-experiences collected from the narratives of older citizens can be transposed to Serious Games to promote Game-Based-Learning that is most motivating for the younger generations. The concept is being developed in the scope of the E-VITA project, which aims at developing and testing Serious Games that allow younger generations to “live” true stories told by older people. This way the complexity of the past can be experienced directly and understood while playing a game that once was a very individual, real story.

 

"The simulation for the Star Rating of Social Care Services"

Marcello Hinxman-Allegri, SCIE, Gavin Nettleton, SCIE,  Lucia Pannese, imaginary, Kevin Pudney, SCIE,  Malcolm Rose, SCIE , Mauro Santalmasi, imaginary
EDEN Conference- 10-13 June 2009 - Gdansk - Poland
Abstract:

According to the UK Commission for Social Care Inspection, performance in Care Homes can be evaluated through a range of indicators in each of the different outcome areas specified by the UK Department of Health. Each indicator partially contributes to the result in its respective outcome area, in proportion to its weighting within the same area. Since the result of each area is ultimately linked to the competencies of the human resources involved, the competencies of the employed staff affect the overall quality rating (“Star Rating”) of services. Therefore, the Authors have designed a simulator which works as an assessment tool. The simulation of a targeted star rating is turned into a prioritized potential competencies gap that should be filled in order to achieve the desired result. Thus the simulator acts as a Training Planner.

 

"Star Rating for Social Care Services: Simulation Scenario in the PROLIX Framework"

Marcello Allegri, Maria Carlesi, Gavin Nettleton, Lucia Pannese, Kevin Pudney, Malcolm Rose, Mauro Santalmasi
EC-TEL, 17-20 September 2007, Crete, Greece
Abstract:
According to the Commission for Social Care Inspection, performance in Care Homes can be evaluated through a range of indicators in each of the different outcome areas specified by the UK Department of Health. Each indicator partially contributes to the result in its respective outcome area, in proportion to its weighting within the same area. The competencies of the employed staff affect the overall quality rating (“Star Rating”) of services. Since the result of each area is linked to the competencies of the human resources involved, the Authors are designing a simulator which works as an assessment tool. The simulation of a possible or desired star rating is turned into prioritized potential competencies gap that should be filled in order to achieve the desired result. Thus the simulator acts as a Training Planner.
 

"Interactive testing for serious games: a game-based survey to measure perceptions about serious games"

Lucia Pannese, Maria Carlesi
Learning with Games 2007, 24 - 26 September 2007, Sophia Antipolis, France.
Abstract:
The authors designed and developed a serious game which has a twofold role: on one hand it is meant to help disseminating information about serious games themselves (making people aware of serious games and how these could be like) and on the other hand to make a survey about the impression knowledge workers have of professional training versus the main characteristics of serious games: the main objective is to find out what aspects are perceived as important and if serious games cover the needs of vocational training. Thus the authors are trying to use the same method to find out people’s feeling and degree of acceptance of the method itself while it is being explained. They are also demonstrating that serious games can be used as a measuring method as well.The characteristics of the game-based survey are presented and the collected results are explained.
 
 

"Business intelligence for strategic marketing : predictive modelling of customer behaviour using fuzzy logic and evolutionary algorithms"

Andrea G. B. Tettamanzi, Maria Carlesi, Lucia Pannese, Mauro Santalmasi
EvoWorkshops 2007, 11-13 April 2007, Valencia, Spain.
Abstract:
This paper describes an application of evolutionary algorithms to the predictive modelling of customer behaviour in a business environment. Predictive models are represented as fuzzy rule bases, which allows for intuitive human interpretability of the results obtained, while providing satisfactory accuracy. An empirical case study is presented to show the effectiveness of the approach.


 Published in "Lecture Notes in Computer Science" - Volume 4448/2007 - Springer Berlin / Heidelberg
 
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