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A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes

Ángel Serrano-Laguna, Borja Manero, Manuel Freire, Baltasar Fernández-Manjón
2017 Multimedia tools and applications  
Commercial videogames have been learning from their players through Game Analytics for years, using non-disruptive game tracking.  ...  The proposed methodology allowed us to infer players' learning outcomes and assess game effectiveness and to spot issues in the game design.  ...  This research has been partially financed by the Ministry of Education, Culture and Sport of Spain, through their FPU Programme (grant FPU12/04310), by the Regional Government of Madrid (eMadrid S2013/  ... 
doi:10.1007/s11042-017-4467-6 fatcat:cv6j2yroofa4lnrh5ngmxfv2tq

Setting Engineering Students Up for Success in the 21st Century: Integrating Gamification and Crowdsourcing into a CDIO-based Web Design Course

Donglei Song
2017 Eurasia Journal of Mathematics, Science and Technology Education  
students the skills they need for their first jobs.  ...  The paper first details the 'study everywhere, anytime, from any device and using any tool' approach, following the CDIO (Conceive, Design, Implement and Operate) contextual learning model sustained by  ...  A peer-review along with instructors' real-time Descriptions Technical Skills A Mastering core principles and knowledge to design and develop web-based systems B Understanding and utilization of modularity  ... 
doi:10.12973/eurasia.2017.00745a fatcat:5csh66zotzawrnk6putbsyyhde

Players unleashed!: modding The Sims and the culture of gaming

2012 ChoiceReviews  
An understanding of real life is necessarily transposed into the game world through The Sims gameplay practices.  ...  Some of the preserved doll's houses from the 16th and 17th centuries celebrate the talent of their makers; they were the manifestations of the skill and craftsmanship of carpenters and silversmiths, and  ...  sexual orientation of 82, 116, 151, 153 game object 13, 24, 34, 62, 89, 98-103, 132-134, 144, 151, 152, 160-167, 169, 183 game space 53, 66, 67, 98, 109, 118-122, 127, 128, 131, 133, 135-142, 144, 145  ... 
doi:10.5860/choice.49-2721 fatcat:w3nt7iichvdirfcrqnmvlwqpni

Game-Based Learning in the Dialogical Classroom [chapter]

Filipa de Sousa
2018 Games and Education  
I have also developed a keen interest in education through dialogue from my involvement in projects such as "Philosophy for Children" and "First Look," which considered the use of dialogue to approach  ...  Years later I can understand why: twin minds think alike.  ...  Most importantly, we thank the teacher and students for taking part in this work and the school principal for his unconditional support.  ... 
doi:10.1163/9789004388826_004 fatcat:mkoikrpuerek3eywxzin7gdsjq

Designing an Educational Game: Case Study of 'Europe 2045' [chapter]

Vít Šisler, Cyril Brom
2008 Lecture Notes in Computer Science  
Apart from learning facts, players develop a range of key skills: discussion ability, negotiation, teamwork, and group decision-making.  ...  On a general level this paper discusses issues related to formal fact learning in educational systems and the possible role of educational games in enhancing these systems.  ...  Designing an Educational Game: Case Study of 'Europe 2045'  ... 
doi:10.1007/978-3-540-69744-2_1 fatcat:fkr3342wlzcpxd6sqjzznxh2h4

Taylorism 2.0: Gamification, scientific management and the capitalist appropriation of play

Jennifer deWinter, Carly A. Kocurek, Randall Nichols
2014 Journal of Gaming & Virtual Worlds  
By making work seem more like leisure time, gamification and corporate training games serve as a mechanism for solving a range of problems and, significantly, of increasing productivity.  ...  subjugates all time into productive time, even as business leaders use games to mask all labour as something to be enjoyed.  ...  Processes trump brilliant interpersonal skills. They ignore emotional taxation. Processes can be mastered.  ... 
doi:10.1386/jgvw.6.2.109_1 fatcat:6fi5xpkdqjaxfop7jn76atayre

Caught in the Web? Addictive behavior in cyberspace and the role of goal-orientation

Stuart J. Barnes, Andrew D. Pressey
2014 Technological forecasting & social change  
This could help us to better understand the practices, routines, and objects that are linked to addiction to virtual world usage.  ...  and consumption practices.  ...  Appendix: Scales and Items Table A1 . Scale items and sources.  ... 
doi:10.1016/j.techfore.2013.08.024 fatcat:4v22qcsm7fccdgksksot2yskzu

Exploring the perceived value of social practice theories for business-to-business marketing managers

Sid Lowe, Michel Rod, Astrid Kainzbauer, Ki-Soon Hwang
2016 Journal of Organizational Change Management  
and from different cultural backgrounds, to designated 'expert' positions in exploring the practical relevance of the practice-based theories of Bourdieu, the dramaturgy of Goffman and the structuration  ...  theory of Giddens in understanding practical experiences of managing in business (B2B) networks.  ...  Practice research from this perspective seeks to identify the practical, 'skillful coping' employed by practical actors who by sensing situations, through practiced aptitudes, provide an 'intentional arc  ... 
doi:10.1108/jocm-09-2015-0154 fatcat:aokvdxjhmfaixkfvi7mviilb74

Mobile and Locative Games in the "Civic Tripod": Activism, Art and Learning

Susana Ruiz, Benjamin Stokes, Jeff Watson
2011 International Journal of Learning and Media  
This report addresses the mobile frontier for civic games, which is fragmented across the applied domains of activism, art and learning.  ...  Analysis from each leg of the tripod draws on the examples independently, and supports direct linking with practitioner blogs and news articles.  ...  Special thanks to Tara McPherson for her guidance and insight.  ... 
doi:10.1162/ijlm_a_00078 fatcat:4vd4sjz3kbdm7issuhsuj3mb4u

Fostering Students' Cognitive Achievement Through Employing Virtual Reality Laboratory (VRL)

Dian Ernawati, Jaslin Ikhsan
2021 International Journal of Online and Biomedical Engineering (iJOE)  
VRL also received excellent grades from chemistry educators. Thus VRL is very useful as a supplement in the teaching and learning process.  ...  The samples were divided into 3 classes, namely CC (real laboratory); EC-1 (VRL); and EC-2 (real laboratory and VRL).  ...  Acknowledgement The author would like to thank the Directorate of Higher Education, Ministry of Research, Technology and Higher Education, The Republic of Indonesia for funding the research.  ... 
doi:10.3991/ijoe.v17i13.24529 fatcat:vnbchufsxfezdms337g76xkxcm

Measuring what matters most: choice-based assessments for the digital age

2014 ChoiceReviews  
No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the  ...  The development of this book and its ideas was supported by a grant from the MacArthur Foundation to James Gee, and then to the first author.  ...  Acknowledgments We would like to thank the members of the AAA Lab at Stanford University (http://aaalab.stanford.edu) for their contributions to the ideas and research presented here.  ... 
doi:10.5860/choice.51-4579 fatcat:hffx4kffwvepldnweijkaktbja

7. Macro, Micro, and Meta-Persuasive Play to Change Society [chapter]

Lindsay D. Grace
2021 Persuasive Gaming in Context  
Why do researchers and practitioners want to persuade people through games? Why are games the right-or potentially wrong-medium for delivering persuasive messages?  ...  This chapter examines persuasive games through the dominant arguments made about the value of such designed play. Beyond the who, what, and where, there is the why.  ...  Games are played, practiced, tweaked, and redesigned as part of a continued effort to attempt to explain and understand.  ... 
doi:10.1515/9789048543939-009 fatcat:4p6scxmzhra57b5vauu3tkr3lq

Alternate Reality Games as Platforms for Practicing 21st-Century Literacies

Elizabeth Bonsignore, Derek Hansen, Kari Kraus, Marc Ruppel
2012 International Journal of Learning and Media  
We then describe how the unique properties of ARGs can be used to teach these core literacies, drawing upon expert interviews and examples from numerous ARGs.  ...  (ARGs) are a new genre of transmedia practice in which players collaboratively hunt for clues, make sense of disparate information, and solve puzzles to advance an ever-changing narrative that is woven  ...  If creating is a literacy that can be iteratively practiced by players, as they evolve from "modder" apprentice to master maker, then the player-products of ARGs can be situated along a continuum of creative  ... 
doi:10.1162/ijlm_a_00086 fatcat:5vxdkcxbhbdkteuundsgst6tma

Digital Youth, Innovation, and the Unexpected

Michael A. Xenos
2009 Information, Communication & Society  
Rather, the series revolves around a constellation of topics investigated from multiple disciplinary and practical frames.  ...  Digital media have escaped the boundaries of professional and formal practice, and the academic, governmental, and industry homes that initially fostered their development.  ...  Over and over, already, we have seen that demonstrating skills through competitive player performance was behind the replay captured as a demo movie; learning about gameplay through replay implied practices  ... 
doi:10.1080/13691180802552932 fatcat:bat5m7vltndujeaay56rtdrprm

Children challenging the design of half-baked games: Expressing values through the process of game modding

Chronis Kynigos, Nikoleta Yiannoutsou
2018 International Journal of Child-Computer Interaction  
and change games affording such experiences.  ...  It also illuminated their own perspective and values, which they embedded in the games.  ...  are just means to engage in discussion around complex issues where citizen behaviors and habits are in question in agendas for change.  ... 
doi:10.1016/j.ijcci.2018.04.001 fatcat:oczatkp67naezlpf5tna3ezgsy
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