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Adaptive Robotics & Technology Lab

Texas A&M University College of Engineering

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Adaptive Healthcare Technologies

Woody, our educational social robot platform, playing e-Cube with his human friend.

Technology plays an important role in modern health care. When designed properly, it can automate the labor-intensive and costly processes, producing objectively measured data, and enables novel assessment and intervention approaches which were otherwise impossible before. Our research focuses on developing technology-enabled solutions for low-cost, long-term healthcare, with the current focus on game-based cognitive assessment and training and autonomous robots for health monitoring and social interactions.

FUNDING:

  1. 1. NSF Award No. 2002721 (PI: Kiju Lee, 09/01/19 - 01/31/22)
  2. 2. Case-Coulter Pilot Project Grant (PI: Kiju Lee, 10/01/18 - 8/31/19 - discontinued due to PI's move to TAMU)
  3. 3. NSF Award No. 1445012 (PI: Kiju Lee, 09/15/14 - 08/31/19)
  4. 4. NSF Award No. 1109270 (PI: Kiju Lee, 08/01/11 - 07/31/14)

Assessment in and of serious games: an overview

Francesco Belletti, Bill Kapralos, Kiju Lee, Pablo Moreno-Ger, and Riccardo Berta

Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning

January 2013

DOI: 10.1155/2013/136864

There is a consensus that serious games have a significant potential as a tool for instruction. However, their effectiveness in terms of learning outcomes is still understudied mainly due to the complexity involved in assessing intangible measures. A systematic approach–based on established principles and guidelines–is necessary to enhance the design of serious games, and many studies lack a rigorous assessment. An important aspect in the evaluation of serious games, like other educational tools, is user performance assessment. This is an important area of exploration because serious games are intended to evaluate the learning progress as well as the outcomes. This also emphasizes the importance of providing appropriate feedback to the player. Moreover, performance assessment enables adaptivity and personalization to meet individual needs in various aspects, such as learning styles, information provision rates, feedback, and so forth. This paper first reviews related literature regarding the educational effectiveness of serious games. It then discusses how to assess the learning impact of serious games and methods for competence and skill assessment. Finally, it suggests two major directions for future research: characterization of the player’s activity and better integration of assessment in games.

Recent Posts

  • Small and rural towns’ perception of autonomous vehicles: insights from a survey in Texas
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  • Integrated system architecture with mixed-reality user interface for virtual-physical hybrid swarm simulations
  • ARMoR: Amphibious Robot for Mobility in Real-World Applications
  • Computerized Block Games for Automated Cognitive Assessment: Development and Evaluation Study

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