Detailed Information on Publication Record
2015
Green@CU: An environmental Game for Residential Accommodation
PETRIDIS, Panagiotis, Fotis LIAROKAPIS, Petros LAMERAS, Maurice HENDRIX, Ian DUNWELL et. al.Basic information
Original name
Green@CU: An environmental Game for Residential Accommodation
Authors
PETRIDIS, Panagiotis (300 Greece), Fotis LIAROKAPIS (300 Greece, belonging to the institution), Petros LAMERAS (300 Greece), Maurice HENDRIX (826 United Kingdom of Great Britain and Northern Ireland), Ian DUNWELL (826 United Kingdom of Great Britain and Northern Ireland), Anastasios BABAOUKAS (300 Greece), Elise SMITHSON (826 United Kingdom of Great Britain and Northern Ireland) and Mark GATERELL (826 United Kingdom of Great Britain and Northern Ireland)
Edition
Thessaloniki, Proc. of the 9th Int'l Conference on Interactive Mobile and Communication Technologies and Learning 2015 (IMCL 2015), Special Session: Mobile Serious Games for Creativity, Cognition and Innovation in Education, p. 269-273, 5 pp. 2015
Publisher
IEEE Computer Society
Other information
Language
English
Type of outcome
Stať ve sborníku
Field of Study
10201 Computer sciences, information science, bioinformatics
Country of publisher
United States of America
Confidentiality degree
není předmětem státního či obchodního tajemství
Publication form
electronic version available online
References:
RIV identification code
RIV/00216224:14330/15:00086190
Organization unit
Faculty of Informatics
ISBN
978-1-4673-8243-4
Keywords in English
Environmental games; Game based learning; Immersion; Serious games
Tags
International impact, Reviewed
Změněno: 3/5/2016 16:35, RNDr. Pavel Šmerk, Ph.D.
Abstract
V originále
The importance of using games for supporting behavioural and attitudinal change has been explored in the literature, most recently the games for change movement has promulgated the use of games for supporting altruistic changes that have a positive impact upon the environment. This paper presents a Serious Game designed for University students and its main aim is to educate them about environmental issues. In particular, the focus lies in the importance of saving energy. A user study with 42 participants assessed the feeling of presence of the whole virtual learning experience.