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Investigating the role of purposeful goals on novices' engagement in a programming game

M. J. Lee, A. J. Ko
2012 2012 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)  
These findings suggest that the presentation of game elements that influence the purposefulness of goals can play a significant role in keeping selfguided learners engaged in learning tasks.  ...  A total of 121 self-described programming novices were recruited online to play the game.  ...  Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the NSF.  ... 
doi:10.1109/vlhcc.2012.6344507 dblp:conf/vl/LeeK12 fatcat:psxoytdyjzbk5ow5k6cuik4x3e

Educational Game Design as Gateway for Operationalizing Computational Thinking Skills among Middle School Students

Min Lun Wu
2018 International Education Studies  
in a game design workshop.  ...  Situated learning theory is utilized as framework to evaluate novice game designers' individual advancement in developing a designer language, mindset, and use of computational thinking skills.  ...  in a type or goal of design.  ... 
doi:10.5539/ies.v11n4p15 fatcat:xcd46uws7jhdnn2bnizysgpcfq

Designing and Developing Game-Like Learning Experience in Virtual Worlds: Challenges and Design Decisions of Novice Instructional Designers

Turkan Karakus Yilmaz, Kursat Cagiltay
2016 Contemporary Educational Technology  
In the present study, the aim was to investigate design issues and the concerns of novice instructional designers who were developing a virtual learning environment with a gaming approach.  ...  They ignored collaboration opportunities of the design platform. They also accepted that they could not achieve to provide a feel of real game.  ...  These environments engage users by allowing them to partly create their own learning settings and then to play a role within those settings.  ... 
doi:10.30935/cedtech/6173 fatcat:p3erd4p2bfdixid6bopnevzbym

Effect of grit on performance in Crossfit in advanced and novice athletes

Mark DeBeliso, Michael Cazayoux
2019 Turkish Journal of Kinesiology  
This study attempted to identify the level of grit in novice and advanced Crossfit athletes in order to determine if levels of grit play a role related to performance in the sport of fitness known as Crossfit  ...  Athletes and coaches could implement the findings of the current study by understanding the importance of practice, finding purpose in why they train in the first place, developing a sense of hope, and  ...  Conflict of interest declaration No funding was received for this research. The authors have no conflict of interest related to this research.  ... 
doi:10.31459/turkjkin.517615 fatcat:l4yijvfkbvbe3j6dxdmobvfv6m

Digital gaming and second language development: Japanese learners interactions in a MMORPG

Mark Peterson
2011 Digital Culture & Education  
The data shows that for the intermediate learners who were novice users, the interplay of these factors appeared to restrict opportunities to engage in beneficial forms of interaction.  ...  This is followed by an analysis of the findings from an experimental qualitative study that investigates the interaction and attitudes of Japanese English as a foreign language learners who participated  ...  This entity engages in structured and purposeful interaction involving role-play, problem solving, and strategy development within the context of a persistent virtual world that is based on a fantasy theme  ... 
doaj:8d7bc3e889114518978d34c802a33642 fatcat:qqvc36ftxjfppjyhaz273nbr24

Differences in Novice and Competent Teachers' Knowledge

Paul Schempp, Steven Tan, Dean Manross, Matthew Fincher
1998 Teachers and Teaching: theory and practice  
This study investigates the differences between competent and novice teachers' knowledge of teaching physical education.  ...  Berliner's theory of the acquisition of teaching expertise, a developmental sequence characterized by the following levels: novice, advanced beginner, competent, proficient, and expert.  ...  The purpose of the expert-novice studies has been to lay the foundation for understanding the nature of expertise in teaching.  ... 
doi:10.1080/1354060980040102 fatcat:j2cpqojp5bhmnmobntnw4acx6y

On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE

Maria Virvou, George Katsionis
2008 Computers & Education  
In this paper, we address the issue of usability and likeability of a virtual reality game that is meant to teach students geography.  ...  We describe the evaluation experiments conducted, which involved three categories of students in terms of their level of game-playing expertise: novice, intermediate and expert game players.  ...  This information was gained in cases it was obvious that the student was delaying due to not focusing on the purpose of the game.  ... 
doi:10.1016/j.compedu.2006.04.004 fatcat:rpgrtme4nbft7fy5mx6dzampha

Teaching and Learning to Program: Umbrella Review of Introductory Programming in Higher Education

Sónia Rolland Sobral
2021 Mathematics  
Based on the databases ACM, Google Scholar, IEEE, SCOPUS and Web of Science libraries, a formal search was created that resulted in 21 reviews on programming fundamentals in higher education context.  ...  We present a taxonomy with four different types of purpose: general, specific, student group and teacher directed.  ...  content to answer questions of interest to the review, E2. clarity in the purpose of the investigation, E3. adequate description of the context in which the investigation was carried out,  ... 
doi:10.3390/math9151737 fatcat:o2yqbaozyjdnbjinjtwxdpngw4

Learning Programming through Games and Contests: Overview, Characterisation and Discussion

These latter exploits of the gamification process focused on increase in motivation and engagement of the learners.  ...  Teaching programming to schoolchildren presents many challenges: the big diversity in ability and aptitude levels; the big amount of different tools; the time-consuming nature of programming; and of course  ...  Also, game aesthetics plays important role in the emotional part of the player in order to keep them engaged with the game. Several researchers worked on more detailed classification of games.  ... 
doi:10.15388/ioi.2016.03 fatcat:w42kgxytqrexxlh4pyeuzlbq6i

Using Greenfoot as a Tool for Serious Games Programming Education and Development

Stelios Xinogalos, Margarita Maria Tryfou
2021 International Journal of Serious Games  
The results show that Greenfoot, although not developed for this purpose, can be utilized both as a tool for introducing novices to (serious) games programming and as a tool for developing SGs.  ...  In this article, we propose using Greenfoot as a tool for introducing novices to (serious) games programming, as well as a tool for implementing serious games (SGs).  ...  Besides this fact, we aimed to investigate the perceptions of postgraduate students attending a Serious Games Programming course on the usage of Greenfoot both as a tool for introducing novices to game  ... 
doi:10.17083/ijsg.v8i2.425 fatcat:4xc2gr3whfcihep62qsifie27e

Emotion Recognition and Its Applications [chapter]

A. Kołakowska, A. Landowska, M. Szwoch, W. Szwoch, M. R. Wróbel
2014 Advances in Intelligent Systems and Computing  
The paper proposes a set of research scenarios to be applied in four domains: software engineering, website customization, education and gaming.  ...  The goal of applying the scenarios is to assess the possibility of using emotion recognition methods in these areas.  ...  The main expected outcome of this investigation is a list of factors that, in conjunction with a specific mood, increase the time spent on the website.  ... 
doi:10.1007/978-3-319-08491-6_5 fatcat:onsi5buy3nfkvhejr3u2ksm3yy

The Handwavey Game

Joshua Gabai, Matthew Berland
2021 International Journal of Designs for Learning  
In this design case, we describe The Handwavey Game (Handwavey)—a tabletop, cooperative role-playing game created to study how people can come to converge on novel physical gestures around meaning.  ...  This case walks through the path of exploration and development from the starting point of a research question to the development of game mechanics and concludes with a set of design recommendations for  ...  DESIGN OF "THE HANDWAVEY GAME" In The Handwavey Game, four players sitting around a table adopt the role of novice wizards working together to pass a remedial exam, and a fifth takes on the role of the  ... 
doi:10.14434/ijdl.v12i1.31264 fatcat:5do5tesbmncblhhgzhburlg2ty


Charlotte Lærke Weitze
2019 Italian Journal of Educational Technology  
This study presents an exploratory investigation of how learning through game development can contribute to students' academic learning and how applying game making for learning as a teaching method can  ...  Analysis of the learning dynamics suggests that the students were involved in interactive communication and production processes and used the Danish language as a tool inside their small digital games  ...  The purpose of this analysis process was to investigate which of the intended SCG sub-learning goals (see Table 3 ) the students succeeded in reaching. a) The teacher's learning goals: The student can  ... 
doi:10.17471/2499-4324/1068 doaj:332a78c22ae04801ba7d0680a4694055 fatcat:5rctucudpjc3dd3b3jb7yhhhsy

A Research-Based Approach to Game Writing Pedagogy

Seth Andrew Hudson
2021 Transactions of the Digital Games Research Association  
Built around examples from one such study on the practices of game industry writers, the author provides background for the study in question, outlines the theoretical framework of the research design,  ...  This paper discusses the importance of, and presents a possible framework for, phenomenological research of game industry practice to enhance pedagogy in computer game design (CGD) education.  ...  CGD programs' faculty, as educator-researchers investigating the phenomenon of game development in context, can leverage the lived experiences of practitioners to construct more effective course design  ... 
doi:10.26503/todigra.v5i3.124 fatcat:fxyqmczj3vakdl5eusnybzxa7q

Possono le comete essere considerate quali fenomeni d'ottica?

Luigi Armellini Fu Giacomo
1911 Astronomical Notes - Astronomische Nachrichten  
This study presents an exploratory investigation of how learning through game development can contribute to students' academic learning and how applying game making for learning as a teaching method can  ...  Analysis of the learning dynamics suggests that the students were involved in interactive communication and production processes and used the Danish language as a tool inside their small digital games  ...  The purpose of this analysis process was to investigate which of the intended SCG sub-learning goals (see Table 3 ) the students succeeded in reaching.  ... 
doi:10.1002/asna.19111880404 fatcat:dehdy4y365dl5a7cii6l5kfjvm
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