Ipad & Iphone User
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Game Development for Computer Science Education
Game Development for Computer Science Education Chris Johnson Monica McGill Durell Bouchard University of Wisconsin, Eau Bradley University Roanoke College Claire [email protected] [email protected] [email protected] Michael K. Bradshaw Víctor A. Bucheli Laurence D. Merkle Centre College Universidad del Valle Air Force Institute of michael.bradshaw@ victor.bucheli@ Technology centre.edu correounivalle.edu.co laurence.merkle@afit.edu Michael James Scott Z Sweedyk J. Ángel Falmouth University Harvey Mudd College Velázquez-Iturbide [email protected] [email protected] Universidad Rey Juan Carlos [email protected] Zhiping Xiao Ming Zhang University of California at Peking University Berkeley [email protected] [email protected] ABSTRACT cation, including where and how they fit into CS education. Games can be a valuable tool for enriching computer science To guide our discussions and analysis, we began with the education, since they can facilitate a number of conditions following question: in what ways can games be a valuable that promote learning: student motivation, active learning, tool for enriching computer science education? adaptivity, collaboration, and simulation. Additionally, they In our work performed prior to our first face-to-face meet- provide the instructor the ability to collect learning metrics ing, we reviewed over 120 games designed to teach comput- with relative ease. As part of 21st Annual Conference on ing concepts (which is available for separate download [5]) Innovation and Technology in Computer Science Education and reviewed several dozen papers related to game-based (ITiCSE 2016), the Game Development for Computer Sci- learning (GBL) for computing. Hainey [57] found that there ence Education working group convened to examine the cur- is \a dearth of empirical evidence in the fields of computer rent role games play in computer science (CS) education, in- science, software engineering and information systems to cluding where and how they fit into CS education. -
Gaming Systems and Features of Discovery Centre Station 1
Gaming systems and features of Discovery Centre Station 1: XBox 1 with Remote The Book of Unwritten Tales 2 Wii U and Wii U Remote Braid Playstation 4 with Remote The Bridge Gaming PC with Gaming keyboard and The Cat and the Coup mouse Cave Story+ Downloaded games in station 1 include: Closure 7 Grand Steps, Step 1: What Ancients Begat Cogs 140 Coil AaAaAA!! – A Reckless Disregard for Colosse Gravity Colour Bind ABE VR Crawl Achron Cube & Star: An Arbitrary Love AltscpaceVR Dayz Amnesia: The Dark Descent Deep Under the Sky Analogue: A Hate Story Desktop Dungeons A Story About My Uncle Destinations B.U.T.T.O.N. Dinner Date Bad Hotel Dream Banished The Dream Machine Bastion The Dream Machine: Chapter 3 The Beginner’s Guide The Dream Machine: Chapter 4 Besiege The Dream Machine: Chapter 5 Between IGF Demo Dungeon of the Endless Bientôt l’été Dust: An Elysian Tail Bigscreen Beta Elegy for a Dead World BioShock Infinite Endless Legend The Binding of Isaac: Rebirth Ephemerid: A Musical Adventure BIT.TRIP RUNNER Estranged: Act 1 BlazeRush Carleton University Library and the Discovery Centre September 2019 Euro Truck Simulator 2 Interstellar Marines Evoland Intrusion 2 Evoland 2 Invisible, Inc. Fallout Jamestown Fallout 2 Joe Danger Fallout Tactics Keep Talking and Nobody Explodes Farming Simulator 17 Kentucky Route Zero Flotilla LA Cops FLY’N Legend of Dungeon The FOO show Life is Strange The Forest LIMBO Fotonica Lisa Frozen Synapse Little Inferno FTL: Faster than -
PDF-Datei Herunterladen
SIN Studio im Netz Der Pädagogische Interaktiv-Preis AUSGEZEICHNETE ANGEBOTE 2016 APPS | GAMES | WEBSITES C Lernspaß A L LI CLEVER für Kinder APPS FÜR KINDER Die Zwuggels – Reise ans Meer Meine Piraten Die Kinder begleiten die Zwuggels auf ihren spannenden In der Wimmel-App können Erkundungen und helfen ihnen von der Reisevorberei- Kinder die Welt der Piraten tung bis hin zum Ausheben eines Schatzes. 36 kurzwei- interaktiv entdecken. Mit lige Kapitel bieten dabei einen Mix aus unterhaltsamer jeder Berührung oder Be- Geschichte in Reimform, liebevoll animierten Szenen und wegung werden witzige interaktiven Minispielen. Ein Leseabenteuer zum Anfas- Aktionen in Gang gesetzt und sen und Miterleben! Gemacht zum Selbstlesen oder zum kleine Minispiele sorgen für gemeinsamen Erleben mit den Eltern. zusätzlichen Spaß. Kreativi- tät ist auch gefragt, wenn die Seeräuber nach Lust und Ploosh Laune eingekleidet und gestylt werden. Ahoi und auf zu System: iOS, Android Preis: 2,99 € lustigen Abenteuern! Päd. Empfehlung: ab 4 Jahren wonderkind System: iOS Preis: 2,99 € Päd. Empfehlung: ab 3 Jahren Schatz! Schatz! codeSpark Academy mit den Foos In dieser liebevoll animierten App gehen die Kinder In mehreren Abenteuern vermittelt das Game die Basis- auf Abenteuerreise, um den Schatz der Feen zu finden. kompetenzen des Programmierens. Die Spieler müssen Gemeinsam mit dem Drachen Mick ziehen sie dafür durch Muster erkennen und den eine fantastische Welt voller kleiner Aufgaben. Unterwegs Ablauf von Aktionen logisch müssen sie Rätsel lösen, zählen, Buchstaben finden und anordnen. Dabei sind die kniff- reimen. Dieses Spiel für Vorschulkinder fördert ganz ne- ligen Rätsel in kleine Abenteuer benbei das logische Denken. eingebettet: Beispielsweise muss man einen Donut Dieb fangen, Welpen im Weltall Schatz Schatz! retten oder Gourmet-Speisen Erste Zahlen, Buchtaben und Wörter. -
Update 22 November 2017 Best Game Yang Baru Masuk
Downloaded from: justpaste.it/premiumlink UPDATE 22 NOVEMBER 2017 BEST GAME YANG BARU MASUK DAFTAR LIST NieR Automata - (10DVD) Full CPY Releases REKOMENDASI SPESIFIKASI PC PALING RENDAH BISA MAIN GAME BERAT/BESAR TAHUN 2017 SET LOW / MID FPS 30 KURANG LEBIH VERSI INTEL DAN NVIDIA TERENDAH: PROCIE: INTEL I3 RAM: 6GB VGA: NVIDIA GTX 660 WINDOWS 7 VERSI AMD TERENDAH: PROCIE: AMD A6-7400K RAM: 6GB VGA: AMD R7 360 WINDOWS 7 REKOMENDASI SPESIFIKASI PC PALING STABIL FPS 40-+ SET HIGH / ULTRA: PROCIE INTEL I7 6700 / AMD RYZEN 7 1700 RAM 16GB DUAL CHANNEL / QUAD CHANNEL DDR3 / UP VGA NVIDIA GTX 1060 6GB / AMD RX 570 HARDDISK SEAGATE / WD, SATA 6GB/S 5400RPM / UP SSD OPERATING SYSTEM SANDISK / SAMSUNG MOTHERBOARD MSI / ASUS / GIGABYTE / ASROCK PSU 500W CORSAIR / ENERMAX WINDOWS 10 CEK SPESIFIKASI PC UNTUK GAME YANG ANDA INGIN MAINKAN http://www.game-debate.com/ ------------------------------------------------------------------------------------------------------------------------------ -------- LANGKAH COPY & INSTAL PALING LANCAR KLIK DI SINI Order game lain kirim email ke [email protected] dan akan kami berikan link menuju halaman pembelian game tersebut di Tokopedia / Kaskus ------------------------------------------------------------------------------------------------------------------------------ -------- Download List Untuk di simpan Offline LINK DOWNLOAD TIDAK BISA DI BUKA ATAU ERROR, COBA LINK DOWNLOAD LAIN SEMUA SITUS DI BAWAH INI SUDAH DI VERIFIKASI DAN SUDAH SAYA COBA DOWNLOAD SENDIRI, ADALAH TEMPAT DOWNLOAD PALING MUDAH OPENLOAD.CO CLICKNUPLOAD.ORG FILECLOUD.IO SENDIT.CLOUD SENDSPACE.COM UPLOD.CC UPPIT.COM ZIPPYSHARE.COM DOWNACE.COM FILEBEBO.COM SOLIDFILES.COM TUSFILES.NET ------------------------------------------------------------------------------------------------------------------------------ -------- List Online: TEKAN CTR L+F UNTUK MENCARI JUDUL GAME EVOLUSI GRAFIK GAME DAN GAMEPLAY MENINGKAT MULAI TAHUN 2013 UNTUK MENCARI GAME TAHUN 2013 KE ATAS TEKAN CTRL+F KETIK 12 NOVEMBER 2013 1. -
PROGRAMMING LEARNING GAMES Identification of Game Design Patterns in Programming Learning Games
nrik v He d a apa l sk Ma PROGRAMMING LEARNING GAMES Identification of game design patterns in programming learning games Master Degree Project in Informatics One year Level 22’5 ECTS Spring term 2019 Ander Areizaga Supervisor: Henrik Engström Examiner: Mikael Johannesson Abstract There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. -
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience. Doctoral thesis, Goldsmiths, University of London [Thesis] https://research.gold.ac.uk/id/eprint/29689/ The version presented here may differ from the published, performed or presented work. Please go to the persistent GRO record above for more information. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Goldsmiths, University of London via the following email address: [email protected]. The item will be removed from the repository while any claim is being investigated. For more information, please contact the GRO team: [email protected] “Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience Thomas Cole Department of Computing Goldsmiths, University of London April 2020 (corrections December 2020) Thesis submitted in requirements for the degree of Doctor of Philosophy Abstract This thesis investigates the mixed-affect emotional experience of playing videogames. Its contribution is by way of a set of grounded theories that help us understand the game players’ mixed-affect emotional experience, and that support ana- lysts and designers in seeking to broaden and deepen emotional engagement in videogames. This was the product of three studies: First — An analysis of magazine reviews for a selection of videogames sug- gested there were two kinds of challenge being presented. Functional challenge — the commonly accepted notion of challenge, where dexterity and skill with the controls or strategy is used to overcome challenges, and emotional chal- lenge — where resolution of tension within the narrative, emotional exploration of ambiguities within the diegesis, or identification with characters is overcome with cognitive and affective effort. -
Foregrounding Narrative Production in Serial Fiction Publishing
University of Rhode Island DigitalCommons@URI Open Access Dissertations 2017 To Start, Continue, and Conclude: Foregrounding Narrative Production in Serial Fiction Publishing Gabriel E. Romaguera University of Rhode Island, [email protected] Follow this and additional works at: https://digitalcommons.uri.edu/oa_diss Recommended Citation Romaguera, Gabriel E., "To Start, Continue, and Conclude: Foregrounding Narrative Production in Serial Fiction Publishing" (2017). Open Access Dissertations. Paper 619. https://digitalcommons.uri.edu/oa_diss/619 This Dissertation is brought to you for free and open access by DigitalCommons@URI. It has been accepted for inclusion in Open Access Dissertations by an authorized administrator of DigitalCommons@URI. For more information, please contact [email protected]. TO START, CONTINUE, AND CONCLUDE: FOREGROUNDING NARRATIVE PRODUCTION IN SERIAL FICTION PUBLISHING BY GABRIEL E. ROMAGUERA A DISSERTATION SUBMITTED IN PARTIAL FULLFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY IN ENGLISH UNIVERSITY OF RHODE ISLAND 2017 DOCTOR OF PHILOSOPHY DISSERTATION OF Gabriel E. Romaguera APPROVED: Dissertation Committee: Major Professor Valerie Karno Carolyn Betensky Ian Reyes Nasser H. Zawia DEAN OF THE GRADUATE SCHOOL UNIVERSITY OF RHODE ISLAND 2017 Abstract This dissertation explores the author-text-reader relationship throughout the publication of works of serial fiction in different media. Following Pierre Bourdieu’s notion of authorial autonomy within the fields of cultural production, I trace the outside influence that nonauthorial agents infuse into the narrative production of the serialized. To further delve into the economic factors and media standards that encompass serial publishing, I incorporate David Hesmondhalgh’s study of market forces, originally used to supplement Bourdieu’s analysis of fields. -
Cooking Code: Juego Para Aprender a Programar Con Realidad Virtual
Treball final de grau GRAU D'ENGINYERIA INFORMATICA` Facultat de Matem`atiquesi Inform`atica Universitat de Barcelona Cooking Code: Juego para Aprender a Programar con Realidad Virtual Autor: Iv´anG´omezJim´enez Director: Dra. Inmaculada Rodr´ıguezSantiago Realitzat a: Departament de Matem`atiques i Inform`atica Barcelona, September 14, 2020 Abstract (English) The present project focuses on creating an educational game that allows kids, between the ages of 12 and 16, to get involved in the programming world.Therefore, this game belongs to the serious games's scoupe, wich have as main goal the education. The game is based on the metaphor of a Burger, set in a futuristic era where robots and humans coexist as equals. The player will be the chef of the restaurant, having to learn to read the orders that arrive and carry them out successfully. The main difficulty is that the requests do not arrive in natural language, but in a kind of pseudo-code. This context allows the user to find himself performing simple actions known as making a hamburger, focusing his attention on trying to understand the steps to be carried out through basic, conditional and iterative programming sentences. The chosen platform has been virtual reality, specifically the Oculus Quest. Apart from being a novel technology, it provides very important benefits such as immersion or achieving much more realistic interactions with the environment. As a result of all this, it seeks to create an innovative, fun game that puts the world of programming within the reach of new generations. Abstract (Castellano) El presente proyecto se centra en la creaci´onde un juego educativo que permita a ni~nos,de entre 12 y 16 a~nos,introducirse a la programaci´on. -
Aesthetic Illusion in Digital Games
Aesthetic Illusion in Digital Games Diplomarbeit zur Erlangung des akademischen Grades eines Magisters der Philosophie an der Karl‐Franzens‐Universität Graz vorgelegt von Andreas SCHUCH am Institut für Anglistik Begutachter: O.Univ.‐Prof. Mag.art. Dr.phil. Werner Wolf Graz, 2016 0 Contents 1 Introduction ................................................................................................................ 2 2 The Transmedial Nature of Aesthetic Illusion ......................................................... 3 3 Types of Absorption in Digital Games .................................................................... 10 3.1 An Overview of Existing Research on Immersion and Related Terms in the Field of Game Studies ........................................................................................... 12 3.2 Type 1: Ludic Absorption ..................................................................................... 20 3.3 Type 2: Social Absorption .................................................................................... 24 3.4 Type 3: Perceptual Delusion ................................................................................ 26 3.5 Type 4: Aesthetic Illusion .................................................................................... 29 3.6 Comparing and Contrasting Existing Models of Absorption ........................... 30 4 Aesthetic Illusion in Digital Games ......................................................................... 34 4.1 Prerequisites and Characteristics of Aesthetic Illusion -
Table of Contents Introduction 2 Young Readers 3 Middle School 7 High School 14 Older Teens 22
An Annotated Bibliography by Jack Baur and Amanda Jacobs-Foust with Carla Avitabile, Casey Gilly, Jessica Lee, Holly Nguyen, JoAnn Rees, Shawna Sherman, and Elsie Tep May 17th, 2012 Table of Contents Introduction 2 Young Readers 3 Middle School 7 High School 14 Older Teens 22 Prepared by BAYA for the California Library Association 1 Introduction It’s no secret that comics (or “graphic novels,” if you prefer) are hot items in the library world these days. Oh, we’ve known that for years, but recently publishers have been getting into the game in a big way. Too big, arguably. As publishers struggle, it seems like more and more they are turning to graphic novels as new revenue streams, to diversify existing properties, or as ways to repackage old content. With the deluge of titles coming at us, it’s becoming increasingly difficult for a librarian who isn’t deeply invested in their GN collection or tuned into the world of comics publishing to discern the excellent titles from the merely popular, and the quality from the... well, crap. And oh there’s a lot of crap out there these days... But there’s a whole lot of great stuff, too. Comics are a wonderful and unique medium, which allow any kind of story or instruction to be delivered in a way that is fun, engaging, and accessible. Just like other storytelling forms, the content can be simple and amusing, or it can be deep and challenging. It’s no surprise that comics are seeing such a jump in popularity and acceptance now. -
JUMP WISH-LIST Rules/Notes: Settings
JUMP WISH-LIST Rules/Notes: ● This list is solely for settings that don’t have jumps made yet. ● No jumps you want to see redone, I’m not going to go down this path. If there is any such setting mentioned on list, then as soon as it is pointed out to me, I’ll remove it. ● Settings already claimed will be either removed from list or have claim noted. I’ll accept info about claims only from the jump-maker who claimed it. ● I hope to maintain this list in such way that /tg/, SB and QQ communities can all check it out. If you don’t like something on it, just ignore it. After all, if jump is being made doesn’t mean you have to use it. Furthermore, we all have different tastes, be mindful of that. ● Fanfics will be listed separately. Some people like the idea of such jumps, some don’t. I might end up removing this section altogether just because it is so difficult to decide if certain fanfic would be acceptable for being turned into jump or not. ● Settings will be listed alphabetically within a genre, by their official name. Any other names will be included after that one. Please include genre and medium with any suggestions (e.g. KultHorror - Tabletop RPG; The Culture - Science Fiction - Novel) ● Rule of thumb – recommend settings that you would want to visit in order to interact with characters and storylines, not in order to get specific perks/powers/items. Settings: 0-9 ● 100, The (SF - TV Series) ● 300 (movies) ● 3x3 Eyes (manga) ● 7th Heaven (TV series) ● 9 (movie) ● 100 Bullets (vertigo) ● 11eyes (VN/anime) ● 2 Broke Girls (TV Series) -
The Delivery of Serious Content Through Satirical
Acta Ludologica 2020, Vol. 3, No. 1 ABSTRACT: Games that utilize satire have largely been unexplored despite their potential to be used as learning supplements or tools to foster conversations around difficult large-scale top- ics. To what game genre do these games belong, and what are the uses and benefits for learning from such games? In this exploration study, we examine six popular and cultur- ‘Is This a Joke?’: The Delivery ally relevant digital games (5 directly, 1 indirectly) utilizing satire as part of their narrative and gameplay. The range of games covers topics such as global overpopulation, the use of artificial intelligence for surveillance, and the process of mass capitalist production and of Serious Content through the manner of its consumption. Satirical digital games serve both the purposes of serious games and entertainment games, pointing to the problematic connotations of the term Satirical Digital Games serious games. It is suggested that the name satirical games is used to describe digital games created for entertainment with underlying political messages and to make a state- Sherry Yi ment and/or commentary on society. Satirical games have potential as powerful learn- ing tools to help facilitate discussion around difficult topics about society’s functions and practices. Future studies should examine additional digital game titles that rely on satire in their narrative and gameplay and investigate the relationship between satire and its role Sherry Yi, B.A. Ed.M. in the learning goals of the games. College of Education at Illinois Department of Educational Psychology KEY WORDS: 1310 S. Sixth St. digital games, game-based learning, informal learning, satire, serious games.