Search results for author:"Carolina Islas Sedano"
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EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014) pp. 2653–2663
This paper reports on a literature review of non-speech audio between the period of January 2000 and March 2014. The patterns which emerged from the selected publications delivered five categories with a clear focus on the research of non-speech...
Journal of Educational Technology & Society Vol. 18, No. 1 pp. 50–66
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed...
Educational Technology & Society Vol. 15, No. 4 (2012) pp. 225–237
Storytelling is one of the earliest forms of knowledge transfer, and parents often use it for teaching their children values and knowledge. Formal schooling, however, is less inclined to use storytelling as a vehicle for knowledge transfer, and even ...
Educational Technology & Society Vol. 15, No. 2 (2012) pp. 257–270
Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model...
Association for Learning Technology Journal Vol. 18, No. 1 (March 2010) pp. 3–17
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our...
Simulation & Gaming Vol. 44, No. 6 (December 2013) pp. 821–845
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application,...
Maira B. Carvalho; Francesco Bellotti; Riccardo Berta; Alessandro De Gloria; Carolina Islas Sedano; Jannicke Baalsrud Hauge; Jun Hu; Matthias Rauterberg
Computers & Education Vol. 87, No. 1 (September 2015) pp. 166–181
There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high...