455 results on '"Marsh, Tim"'
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202. Become a Scrum Master: Immersive Virtual Reality Training to Learn Scrum Framework
203. Bridging the Cyber Security Skills Gap: Using Tabletop Exercises to Solve the CSSG Crisis
204. Needs Analyses with LEGO® SERIOUS PLAY®
205. Design and Implementation of a Serious Game to Make Construction Workers Aware of Exposure to Silica Dust in the Workplace
206. Social MatchUP: Collaborative Games in Wearable Virtual Reality for Persons with Neurodevelopmental Disorders
207. Immersive Storytelling in Augmented Reality: Witnessing the Kindertransport
208. Cookie Mania: A Serious Game for Teaching Internet Cookies to High School and College Students
209. StreetConqAR: Augmented Reality Anchoring in Pervasive Games
210. A Concept of a Training Environment for Police Using VR Game Technology
211. SmartLife – Exergames and Smart Textiles to Promote Energy-Related Behaviours Among Adolescents
212. An Application to Promote Emotional Skills in Children with Autism Spectrum Disorders
213. Game Design Principles in a Game Programming Framework
214. The ExerCube: Participatory Design of an Immersive Fitness Game Environment
215. Making Serious Programming Games Adaptive
216. Instant Measurement of the Difficulty Level of Exergames with Simple Uni-dimensional Level Goals for Cerebral Palsy Players
217. Development of a Wii Balance Board Array System for Exergames
218. Building a Hybrid Approach for a Game Scenario Using a Tangible Interface in Human Robot Interaction
219. Examining Approaches for Mobility Detection Through Smartphone Sensors
220. Recognition of Full-Body Movements in VR-Based Exergames Using Hidden Markov Models
221. A Review of Serious Games for Programming
222. Towards a More Reflective Social Media Use Through Serious Games and Co-design
223. The Virtual House of Medusa: Guiding Museum Visitors Through a Co-located Mixed Reality Installation
224. Modeling Consumers’ Observational Learning in Digital Gaming: A Conceptual Model
225. Design of a BCI Controlled Serious Game for Concentration Training
226. Connecting Theory and Design Through Research: Cognitive Skills Training Games
227. Does Motivation Enhance Knowledge Acquisition in Digital Game-Based and Multimedia Learning? A Review of Studies from One Lab
228. Predicting Learning Performance in Serious Games
229. Individuals’ Variables in Cognitive Abilities Using a Narrative Serious Game
230. See Me Roar: On the Over-Positive, Cross-Cultural Response on an AR Game for Math Learning
231. GAP: A Game for Improving Awareness About Passwords
232. MiniColon; Teaching Kids Computational Thinking Using an Interactive Serious Game
233. Two Decades of Traffic System Education Using the Simulation Game MOBILITY
234. The Development of the Serious Game 'Composites Cup on Tortuga' with the Support of 'Kraken'
235. Prism, a Game to Promote Autism Acceptance Among Elementary School Students
236. Evaluation of an Augmented Reality Multiplayer Learning Game
237. Making Serious Games with Reusable Software Components
238. Academic Game Design Education: A Comparative Perspective
239. eSport: Friend or Foe?
240. Adult conversations.
241. READERS RESPOND.
242. Smart Mobility, the Role of Mobile Games
243. VROARRR, Audio Based VR Weapon Design
244. 'Skipping the Baby Steps': The Importance of Teaching Practical Programming Before Programming Theory
245. Creating Location-Based Augmented-Reality Games for Cultural Heritage
246. PathoGenius: A Serious Game for Medical Courses
247. InterPlayces: Results of an Intergenerational Games Study
248. An Extensible System and Its Design Constraints for Location-Based Serious Games with Augmented Reality
249. Full Lifecycle Architecture for Serious Games: Integrating Game Learning Analytics and a Game Authoring Tool
250. Putting Serious Games in Context: The Energy Efficiency of Buildings Case
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