Conference Proceedings

Zhang, F., Doroudian, A., Kaufman, D., Hausknecht, S., Jeremic, J., & Owens, H. (2017). Employing a user-centered design process to create a multiplayer online escape game for older adults. In J. Zhou & G. Salvendy (Eds.), Human aspects of IT for the aged population. Applications, services and contexts. Third International Conference, ITAP 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings, Part II (pp. 296-307). New York, NY: Springer. doi:10.1007/978-3-319-58536-9_24

Zhang, F., Schell, R., Kaufman, D., Salgado, G., & Jeremic, J. (2017). Social interaction between older adults (80+) and younger people during intergenerational digital gameplay. In J. Zhou & G. Salvendy (Eds.), Human aspects of IT for the aged population. Applications, services and contexts. Third International Conference, ITAP 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings, Part II (pp. 308-322). New York, NY: Springer. doi:10.1007/978-3-319-58536-9_25

Park, E., Owens, H., Kaufman, D., & Liu, L. (2017). Digital storytelling and dementia. In J. Zhou & G. Salvendy (Eds.), Human aspects of IT for the aged population. Applications, services and contexts. Third International Conference, ITAP 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings, Part II (pp. 443-451). New York, NY: Springer.

Kaufman, D. (2017). Socioemotional benefits of digital games for older adults. In J. Zhou & G. Salvendy (Eds.), Human aspects of IT for the aged population. Applications, services and contexts. Third International Conference, ITAP 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings, Part II (pp. 242-253). New York, NY: Springer.

Schell, R., & Kaufman, D. (2017). Community building among older adults in a digital game environment. In Escuidero, P., Constagliola, G., Zvacek, S., Uhomoibhi, J., & McLaren, B. M. (Eds.), Proceedings of the 9th International Conference on Computer Supported Education. (Vol. 2, pp. 233-239). Setúbal, Portugal: Science and Technology Publications, Lda. doi:10.5220/0006253202330239

Hausknecht, S., Zhang, F., Jeremic, J., Owens, H., & Kaufman D. (2017). Digging into game design for older adults: Collaborative user-centered design with postsecondary students. In Escuidero, P., Constagliola, G., Zvacek, S., Uhomoibhi, J., & McLaren, B. M. (Eds.), Proceedings of the 9th International Conference on Computer Supported Education (Vol. 2, pp. 200-207). Setúbal, Portugal: Science and Technology Publications, Lda. doi:10.5220/0006319102000207

Hausknecht, S., Vanchu-Orosco, M., & Kaufman, D. (2016). Design for older adult cohorts: Insights from a series of digital storytelling workshops. In G. Veletsianos (Ed.), Proceedings of EdMedia: World Conference on Educational Media and Technology 2016 (pp. 749–750). Waynesville, NC: Association for the Advancement of Computing in Education (AACE).

Zhang, F., Schell, R., Hausknecht, S., & Kaufman, D. (2016). Can a Wii Bowling tournament improve older adults’ attitudes towards digital games? Candidate for Best Paper award. In S. Svacek, J. Uhomoibhi, G. Costagliola, & B. M. McLaren (Eds.), Proceedings of the 8th International Conference on Computer-Supported Education (Vol. 1, pp. 211–218). Setúbal, Portugal: Science and Technology Publications, Lda. doi:10.5220/0005734602110218

Hausknecht, S., Vanchu-Orosco, M., & Kaufman, D. (2016). New ways to tell my story: Evaluation of a digital storytelling workshop for older adults. Awarded Best Student Paper. In S. Svacek, J. Uhomoibhi, G. Costagliola, & B. M. McLaren (Eds.), Proceedings of the 8th International Conference on Computer-Supported Education (Vol. 1, pp. 231–239). Setúbal, Portugal: Science and Technology Publications, Lda. doi:10.5220/0005796902310239

Schell, R., & Kaufman, D. (2016). Cognitive benefits of digital games for older adults: Strategies for increasing participation. In S. Svacek, J. Uhomoibhi, G. Costagliola, & B. M. McLaren (Eds.), Proceedings of the 8th International Conference on Computer-Supported Education (Vol. 1, pp. 137–141). Setúbal, Portugal: Science and Technology Publications, Lda. doi:10.5220/0005878501370141

Sauvé, L., Renaud, L., Kaufman D., & Duplàa, E. (2016). Can digital games help seniors improve their quality of life? In S. Svacek, J. Uhomoibhi, G. Costagliola, & B. M. McLaren (Eds.), Proceedings of the 8th International Conference on Computer-Supported Education (Vol. 2, pp. 94–102). Setúbal, Portugal: Science and Technology Publications, Lda. doi:10.5220/0005800200940102

Israel, E., Duplàa, E., Kaufman, D., Sauvé, L., & Renaud, L. (2015). Investigating the link among flow, social interaction, and ICT skills with WOW. In S. Carliner et al. (Eds.), Proceedings of World Conference on Educational Media and Technology 2015 (pp. 389–396). Waynesville, NC: Association for the Advancement of Computing in Education (AACE).

Schell, R., Hausknecht, S., & Kaufman, D. (2015). Barriers and adaptations of a digital game for older adults. In Proceedings, ICT4AgeingWell 2015: International Joint Conference on Information and Communication Technologies for Ageing Well and e-Health, and CSEDU 2015: 7th International Conference on Computer Supported Education (pp. 269–275). SCITEPRESS Digital Library. doi:10.5220/0005524002690275    

Hausknecht, S., Schell, R., Zhang, F., & Kaufman, D. (2015). Building seniors’ social connections and reducing loneliness through a digital game. In Proceedings, ICT4AgeingWell 2015: International Joint Conference on Information and Communication Technologies for Ageing Well and e-Health, and CSEDU 2015: 7th International Conference on Computer Supported Education (pp. 276–284). SCITEPRESS Digital Library. doi:10.5220/0005526802760284    

Kaufman, D., & Zhang, F. (2015). Can playing Massive Multiplayer Online Role Playing Games (MMORPGs) help older adults? In Proceedings, ICT4AgeingWell 2015: International Joint Conference on Information and Communication Technologies for Ageing Well and e-Health, and CSEDU 2015: 7th International Conference on Computer Supported Education (pp. 527–535). SCITEPRESS Digital Library. doi:10.5220/0005551405270535    

Duplàa, E., Taiwo, E., Kaufman, D., Sauvé, L., & Renaud, L. (2015). Des jeux numériques comme EIAH pour les ainés canadiens : quells usages et quels bénéfices ? [Digital games for EIAH for older Canadians: What uses, what benefits?] In Proceedings, EIAH 2015: 7th Conference on Informatic Environments for Human Learning, Agadir, Morocco.    

Zhang, F., & Kaufman, D. (2015). Social and psychological impacts of playing MMORPGs on older adults. In S. Carliner et al. (Eds.), Proceedings of World Conference on Educational Media and Technology 2015 (pp. 389–396). Waynesville, NC: Association for the Advancement of Computing in Education (AACE).    

Sauvé, L., Renaud, L, Kaufman D., &  Duplàa, E.(2015). A digital educational game for older adults: “Live well, live healthy!” In L. Gómez Chova, A. López Martínez, & I. Candel Torres (Eds.), Proceedings, INTED2015: 9th International Technology, Education, and Development Conference (pp. 842–851). Valencia, Spain: IATED Academy.

Renaud, L., Sauvé, L., Kaufman, D., & Duplàa, E. (2014). Can seniors’ quality of life be enhanced through the use of digital games? In T. A. Yáñez, O. S. Rodriguez, & P. Griffiths (Eds.), Proceedings, 9th International Conference on e-Learning ICEL-2014, Valparaiso, Chile (pp. 150–157). Sonning Common, UK: Academic Conferences and Publishing International Limited.

Kaufman D., Sauvé, L., Renaud, L, & Duplàa, E. (2014). Cognitive benefits of digital games for older adults. In J. Herrington, J. Viteli, & M. Leikomaa (Eds.), Proceedings of the World Conference on Educational Media and Technology (EdMedia) 2014 (pp. 289–297). Waynesville, NC: Association for the Advancement of Computing in Education (AACE).    

Sauvé, L., Renaud, L, Duplàa, E., & Kaufman D. (2014). Building online digital games for seniors: The Bingo game revisited. In J. Herrington, J. Viteli, & M. Leikomaa (Eds.), Proceedings of the World Conference on Educational Media and Technology (EdMedia) 2014 (pp. 2549–2566). Waynesville, NC: Association for the Advancement of Computing in Education (AACE). 

Kaufman, D. (2014). Socio-emotional benefits of digital games for older adults. In Proceedings, 6th International Conference on Computer Supported Education (CSEDU 2014), Barcelona, Spain. Setubal, Portugal: SciTePress Digital Library Online.    

Kaufman, D. (2013). Aging well: Can digital games help older adults? In T. Bastiaens & G. Marks (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2013 (pp. 1943–1949). Chesapeake, VA: AACE.    

Kaufman, D., Sixsmith, A., Sauvé, L., Renaud, L, & Duplàa, E. (2013). Using digital games to enhance older adults' cognitive skills and social lives. In J. Herrington, A. Couros, & V. Irvine (Eds.), Proceedings of the World Conference on Educational Media & Technology (EdMedia) 2013 (pp. 228–233). Chesapeake, VA: AACE.    

Sauvé, L., Renaud, L., Kaufman, D., Duplàa, E., & Sénécal, S. (2013). Serious games for secondary school students: Ergonomics and motivational support mechanisms. In J. Herrington, A. Couros, & V. Irvine (Eds.), Proceedings of the World Conference on Educational Media & Technology (EdMedia) 2013 (pp. 654–663). Chesapeake, VA: AACE.    

Sauvé, L., Renaud, L, Kaufman D., & Duplàa, E. (2013). Ergonomic criteria for creating online educational games adapted for seniors. In Proceedings, Serious Games and Social Connect Conference 2013

Duplàa, E., Kaufman, D., Sauvé, L., Renaud, L., Signalova, T., & Taiwo, E. (2013). Méthode de spécifications de jeux sérieux adaptés aux ainés [Method for specifying serious games adapted for seniors.] In E. Sanchez & V. Emin-Martinez (Eds), Actes de l’atelier «Serious games, jeux épistémiques numériques» Méthodologies de recherche pour l’étude des interactions (EIAH 2013).

Kaufman, D. (2013). Videogames in education: Comparing students,’ student teachers,’ and master teachers’ opinions and experiences. In Proceedings of CSEDU 2013 – 5th International Conference on Computer Supported Education, Aachen, Germany. Setubal, Portugal: SciTePress Digital Library Online.    

Sauvé, L., Sénécal, S., Kaufman, D., & Renaud, L. (2011). A generic serious games shell for diversifying distance-learning methods. In Proceedings, 24th ICDE World Conference (DVD), Bali, Indonesia. Oslo, Norway: International Council for Open and Distance Education.    

Sauvé, L., Sénécal, S., Kaufman, D., Renaud L., & Leclerc, J. (2011). The design of a generic serious game shell. In Proceedings, 10th International Conference on Information Technology Based Higher Education and Training - ITHET 2011 (DVD). Kusadasi, Turkey. Los Alamitos, CA: IEEE Computer Society.    

Sauvé, L., Kaufman, D., & Renaud, L. (2011). The impact of an online educational game on knowledge and attitudes. In P. Balcaen (Ed.), Proceedings, 6th International Conference on e-Learning (ICEL-2011) (pp. 173–182). Reading, UK: Academic Publishing Ltd.    

Sauvé, L., Kaufman, D., & Renaud, L. (2010). L'apport d'un jeu éducatif en ligne Asthme : 1, 2, 3 … Respirez! sur l’apprentissage au secondaire [The contribution of an online educational game Asthma: 1, 2, 3…Breathe! to secondary school learning]. In Proceedings, 78th Congress of the Association francophone pour le savoir (CD-ROM), Montreal, QC, Canada.    

Sauvé, L., Kaufman, D., & Renaud, L. (2009). Evaluation of the impact of an online secondary school educational game: Asthma: 1, 2, 3…Breath! In J. Dron, T. Bastaiens, & C. Xin (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009 (pp. 1059–1068). Chesapeake, VA: AACE.

Kaufman, D., Ireland, A., & Sauve, L. (2009). A Collaborative, Online, Problem-based Simulation Platform (COMPSoft) for Medical Education. In P. Kellenberger (Ed.), Proceedings of the 2009 Fourth International Multi-Conference on Computing in the Global Information Technology (ICCGI 2009) (pp. 186–191). Los Alamitos, CA: IEEE Computer Society.

Sauvé, L., Kaufman, D., & Renaud, L. (2009). Utiliser des jeux en ligne pour développer de saines habitudes de vie : résultats d’une étude dans les écoles québécoises [The use of online games to develop healthy life habits:  Results of a study in Quebec schools. In É. Delozanne, A. Tricot, & P. Leroux (Éds.), EIAH 2009. (Environnements informatiques pour l'apprentissage humain) : Actes de la conférence, Le Mans, 23–26 juin 2009. Le Mans, France : l’Université du Maine – Le Mans.

Kaufman, D. (2008). Internet-based problem-based learning simulation. In V. Uskov (Ed.), Proceedings, Computers and Advanced Technology in Education (CATE) 2008. Calgary, AB, Canada: ACTA Press.

Sauvé, L., Renaud, L. & Kaufman, D. (2008). Cognitive and affective impacts of online game-based learning about STIs: Formative evaluation by experts. In K. McFerrin et al. (Eds.), Proceedings of Society for Information Technology and Teacher Education International Conference 2008 (pp. 1739–1743). Chesapeake, VA: AACE.

Kaufman, D., Sauvé, L., Owston, R., & Watters, C. (2007). Learning with games and simulations: Examples, evidence and supporting technologies. In G. Richards (Ed.),Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2007 (pp. 985–990). Chesapeake, VA: AACE.

Kaufman, D., Sauvé, L., & Ireland, A. (2007), New tools, new views? Evaluating games and simulations from multiple perspectives. In V. Peters, M. van de Westelaken, A. van Gils, & A. van Loveren (Eds.),  Proceedings of the 38th Conference of the International Simulation and Gaming Association (CD-ROM). Nijmegen, The Netherlands: Stichting ISAGA Conferentie 2007.

Asgari, M., & Kaufman, D. (2007). Using computer and video games to explore identity and support learning. In V. Peters, M. van de Westelaken, A. van Gils, & A. van Loveren (Eds.), Proceedings of the 38th Conference of the International Simulation and Gaming Association (CD-ROM).  Nijmegen, The Netherlands: Stichting ISAGA Conferentie 2007.

Schell, R., & Kaufman, D. (2007). Using a collaborative online multimedia PBL simulation to stimulate critical thinking. In V. Peters, M. van de Westelaken, A. van Gils, & A. van Loveren (Eds.),  Proceedings of the 38th Conference of the International Simulation and Gaming Association CD-ROM). Nijmegen, The Netherlands: Stichting ISAGA Conferentie 2007.

Ireland, A., Kaufman, D. & Sauvé, L. (2006). Simulation and Advanced Gaming Environments (SAGE) for Learning. In T. Reeves & S. Yamashita (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2006, Honolulu (pp. 2028–2036). Chesapeake, VA: AACE.

Kaufman, D., Sauvé, L., & Ireland, A. (2005). Simulation and advanced gaming environments: exploring their learning impacts. Keynote paper in Q. Medhi, N. Gough & S. Natkin (Eds.), Proceedings, CGAMES05 (7th International Conference on Computer Games (pp. 16–25). Wolverhampton, UK: School of Computing and Information Technology, University of Wolverhampton.

Probst, W., Sauvé, L., Kaufman, D., Villardier, L., Power, M., & Sanchez Arias, V. (2005). The ENJEUX-S environment for real-time online educational games and simulations. In Q. Medhi, N. Gough & S. Natkin (Eds.), Proceedings, CGAMES05 (7th International Conference on Computer Games (pp. 160–164). Wolverhampton, UK: School of Computing and Information Technology, University of Wolverhampton.

Kaufman, D. (2005). Collaborative Online Multimedia Problem-based Simulations (COMPS). (part of grouped presentation Using games and simulations in higher education). In Proceedings, XXIIIe International Conference. International Council for Innovation in Higher Education (ICIE), Belfast, Northern Ireland.

Sauvé, L., Villardier, L., Probst, W., Boyd, G., Kaufman, D., & Sanchez Arias, V.G. (2005). Playing and learning without borders: a real-time online play environment. In S. de Castell & J. Jenson (Eds.), Online proceedings, Digital Games Research Association (DiGRA) 2005 Conference Changing Views: Worlds in Play. Vancouver, British Columbia, Canada. Retrieved February 28, 2007 from www.digra.org/dl/.

Kaufman, D., & Sauvé, L. (2004). Simulation and Gaming Environments (SAGE) for Learning; A Pan-Canadian research project. In L. Cantoni & C. McLoughlin (Eds.), Proceedings, ED-MEDIA 2004: World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 4568–4573). Norfolk, VA: Association for the Advancement of Computing in Education.

Asgari, M., and Kaufman, D. (2004). Relationships among computer games, fantasy and learning. In Proceedings, Educating Imaginative Minds: 2nd Annual Conference on Imagination and Education. Vancouver, BC.

Kaufman, D. M. (1999). Le nouveau paradigme dans l’enseignement medical: Comment la theorie peut exercer une influence sur la pratique. [The new paradigm in medical education: How theory can inform practice.] In Volume des Communications, 13eme Journees Universitaires Francophones de Pedagogie Medicale. Universite de Nantes, France.

 

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