Papers by Sylvester Arnab
International Journal of Advanced Computer Science and Applications, 2022
The revolution of technology brings many benefits towards diverse population. Digital game is one... more The revolution of technology brings many benefits towards diverse population. Digital game is one of the digital technologies that has potential to facilitate older adults' daily routine. However, some of them faces challenges to adopt the usage of digital games in their daily lives, one of which is that most commercial games are not suitable for older people. This paper discusses the investigation into the challenges associated with the older adults' adoption of digital games, their interaction, and experiences with digital games and specifically explores the andragogical perspectives, and game design attributes. A set of questionnaires consisted of open-ended and close-ended questions were distributed, targeting the older adults across Malaysia, using online and non-probability sampling technique. 81 respondents were recruited, and 56 respondents (n=56) were eligible in this study. Four participants were recruited for informal interview session. The analysis of the results indicates that the older adults' perception of digital games and game design aspects are the major factors influencing their digital game adoption. Game designs are important to attract many older adults to experience and interact with digital games.
Digital game technology has been adopted by many sectors and in almost every discipline, which in... more Digital game technology has been adopted by many sectors and in almost every discipline, which includes education, military, business, health care, psychology and computer science. This is due to the engaging factor of gameplay offered by digital games. In recent years, the application of games is becoming a popular medium in promoting healthy lifestyle and improving the quality of life especially for older people; for instance fostering social connectedness motivated and stimulated through social interaction, cognitive exercises and physical activity that can be afforded by digital game technology. It is essential that users or players are captivated and engaged by the game before any serious purposes/activities can be imposed. The design of most games used for both entertainment and serious purposes however focuses on general player population, and mostly the younger population currently engaging with digital gaming. The paper aims to investigate the correlation between the challenges associated with older people, their existing engagement with digital gaming and other interactive technologies, the andragogical perspectives and existing game design attributes. A pilot study was performed with 14 participants aged between 55 and above. Data was collected from their interactions with and experiences of digital gaming. Questionnaires and group discussions were utilised in order to collect their feedback and perspectives on the experience. The results of our study show that there are three key findings which are; 1) the interaction types and the experience provided by the game itself, 2) the game interaction styles which is supported by the platforms and 3) gameplay interaction and challenges associated to age-related changes. These findings should be considered when investigating the interaction and experience of older people with digital games.
The efficacy of a learning process is influenced by the quality of teaching, learning support and... more The efficacy of a learning process is influenced by the quality of teaching, learning support and environment. This requires effort in tracking how students learn. This paper explores the use serious games in order to help understand the learning process, where interaction data during a play-learn session can be captured. The focus is on the use of ingame data, analyzed using Learning Analytics techniques, and discusses the potential of such an approach to predict learners’ performance. Gameplay data were collected from various play-learn sessions based on a First Aid Game. Results indicate that in-game measures can help to understand students’ progress and predict their performance, providing opportunities for individual support to be provided to learners.
This document proposes the Learning Mechanics-Game Mechanics (LM-GM) model, which supports SG ana... more This document proposes the Learning Mechanics-Game Mechanics (LM-GM) model, which supports SG analysis and design by allowing reflection on the various pedagogical and game elements in a SG. The LM-GM model includes a set of pre-defined game mechanics and pedagogical elements that we have abstracted from literature on game studies and learning theories. Designers and analysts can exploit these mechanics to draw the LM-GM map for a game, so as to identify and highlight its main pedagogical and entertainment features, and their interrelations. The tool may be useful also for teachers to evaluate effectiveness of a given game and better understand how to use it in educational settings.
This document is the author's post-print version of the journal article, incorporating any revisi... more This document is the author's post-print version of the journal article, incorporating any revisions agreed during the peer-review process. Some differences between the published version and this version may remain and you are advised to consult the published version if you wish to cite from it.
Procedia Computer Science, 2012
Proceedings of the 29th ACM international conference on Design of communication, 2011
2011 Third International Conference on Games and Virtual Worlds for Serious Applications, 2011
This document is the author's final manuscript version of the journal article, incorporating any ... more This document is the author's final manuscript version of the journal article, incorporating any revisions agreed during the peer-review process. Some differences between the published version and this version may remain and you are advised to consult the published version if you wish to cite from it.
Journal of Electrical and Computer Engineering, 2013
In recent years, virtual reality and augmented reality have emerged as areas of extreme interest ... more In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition, particularly over the Internet. Modern cultural heritage exhibitions have evolved from static to dynamic exhibitions and challenging explorations. This paper presents two different applications developed for the Herbert Museum and Art Gallery that make the user’s experience more immersive, engaging, and interactive. The first application utilizes mobile phone devices in order to enrich the visitors experience in the museum, and the second application is a serious game for cultural heritage and in particular for museum environments focusing on the younger visitors.
Resuscitation, 2010
This document is the author's post-print version, incorporating any revisions agreed during the p... more This document is the author's post-print version, incorporating any revisions agreed during the peer-review process. Some differences between the published version and this version may remain and you are advised to consult the published version if you wish to cite from it.
Computers & Education, 2013
Innovations in teaching and learning process are influenced by the rapid emergence of a knowledge... more Innovations in teaching and learning process are influenced by the rapid emergence of a knowledge society and tremendous growth in demands for highly informed and educated individuals. Various kinds of computer-based learning systems have already been integrated into conventional teaching methods. However, there is a pressing need to provide a more accessible and immersive learning environment in order to increase learners' receptiveness towards the learning process. Complete involvement of learners in their learning environment will promote better absorptions of knowledge via experiential and exploratory pedagogies. In tandem with such pedagogic approaches, this paper discusses the deployment of tactile perception to complement virtual artefacts within the domain of cultural heritage. By stimulating visual and tactile perceptions, the learners' engagement and interest can be sustained. Towards enhancing accessibility to a wider demography in a more cost-effective manner, web technologies provide a platform that is widely available for mass consumption. The development capitalises on the fact that the majority of UK households have access to computers and internet.
Electronic Journal of e-Learning
The need for self-directed learning for professional development drives an increase in the delive... more The need for self-directed learning for professional development drives an increase in the delivery of easy to use ‘just-in-time’ resources that respond to the often-dynamic workplace and work culture. This is especially important in the era of globalisation, when the number of employees, who are culturally diverse, increases each year. Most medium and large companies operate in an international environment, and this is due to the expansion of international enterprises with branches in various countries that requires cooperation with foreign clients, and the employment of foreign nationals in their companies. In order to guarantee the effectiveness of workings in companies, there is a need for continuous education in the aspect of the cultural diversity. This paper explores micro-learning, which focuses on delivering brevity through bite-sized learning units or short-term learning activities. Learning content in this case can take many forms, from text to interactive multimedia. The...
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
The paper aims to investigate the correlation between the challenges associated with older people... more The paper aims to investigate the correlation between the challenges associated with older people, their existing engagement with digital gaming, the andragogical perspectives and existing game design attributes. A pilot study was performed with 14 participants aged 55 and above. Data was collected from their interactions with and experiences of digital gaming. Questionnaires and group discussions were performed to collect feedback and perspectives on the experience. Preliminary results demonstrated that older people’s initial perspectives and perceptions towards digital gaming and gameplay were influenced by perceived or assumed difficulties, relevance and benefits. Furthermore, the participants’ perspectives and attitudes changed once they have broken the confidence barrier associated to engaging with new technologies and experienced the enjoyment from the social aspects of the engagement. They have also demonstrated renewed interest in digital games, and understanding of the potential of using digital games for achieving serious purposes, such as promoting a healthy lifestyle.
The Beaconing project will provide different learning scenarios supported by different technologi... more The Beaconing project will provide different learning scenarios supported by different technologies for teaching and learning in an inclusive society. There is an explicit focus on skills, competencies, strategies, learning outcomes and learning disabilities closely related to 21st century. <br> This document includes the design of a framework for problem-based learning, which will encapsulate the mechanics of different learning models for different learning environments. An extensive literature review on pervasive, gamified and problem-based learning has been included to support the proposed Beaconing Taxonomy on which the different play-lesson scenarios are based on.
The purpose of this document is to provide an overview of the internal management, administrative... more The purpose of this document is to provide an overview of the internal management, administrative and quality procedures of the BEACONING project in order to ensure efficient project execution as well as high quality project results. The document will provide partners with a concise reference to the project management structure, tasks, responsibilities, reporting requirements, finance information and quality processes.
The BEACONING Project (Breaking Educational Barriers with Contextualised, Pervasive and Gameful L... more The BEACONING Project (Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning) will provide different learning scenarios supported by different technologies for teaching and learning in an inclusive society focusing on 21st century skills, competencies, strategies, learning outcomes and learning disabilities. <br> The GLP also referred to as the Gamified Lesson Plans (GLP) constitute the core of the BEACONING Project and experience. The GPL embed learning in the daily life of the students, while providing deep engagement through their Game Plots overlaid over the pedagogical content. The specific aim of this deliverable is to describe how GLP relate to and are supported by the other components of the platform, respectively the Authoring Tool, the User Interfaces, the Game Plots, the Minigames, the Location Based Activities, and the Learning Analytics. The deliverable presents how the GLP are structured and enmeshed into the narrative Game Plots, and ...
Abstract: SGs represent an important opportunity for improving education thanks to their ability ... more Abstract: SGs represent an important opportunity for improving education thanks to their ability to compel players and to present realistic simulations of real-life situations. The scientific community is aware that we are just at the beginning of a proper use of gaming technologies for education and training and, in particular, there is a need for scientific and engineering methods for building games not only as more realistic simulations of the physical world, but as means that provide effective learning experiences. This requires an ever closer cooperation among the various actors involved in the overall SG life- chain, putting pedagogy in a central role, given the educational target of the SGs. This paper addresses the till-now inadequate integration of educational and game design principles and proposes techniques, methods and mechanisms that allow designers with different background to dialogue among each other and to define games that are able to integrate – by design – enter...
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Papers by Sylvester Arnab