Moving Learning Games Forward
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Manual-3DS-Animal-Crossing-Happy
1 Important Information Basic Information 2 amiibo 3 Information-Sharing Precautions 4 Online Features 5 Note to Parents and Guardians Getting Started 6 Introduction 7 Controls 8 Starting the Game 9 Saving and Erasing Data Designing Homes 10 The Basics of Design 11 Placing Furniture 12 Unlockable Features Things to Do in Town 13 Nook's Homes 14 Visiting Houses and Facilities 15 Using amiibo Cards Internet Communication 16 Posting to Miiverse 17 Happy Home Network Miscellaneous 18 SpotPass 19 Paintings and Sculptures Troubleshooting 20 Support Information 1 Important Information Please read this manual carefully before using the software. If the software will be used by children, the manual should be read and explained to them by an adult. Also, before using this software, please select in the HOME Menu and carefully review content in "Health and Safety Information." It contains important information that will help you enj oy this software. You should also thoroughly read your Operations Manual, including the "Health and Safety Information" section, before using this software. Please note that except where otherwise stated, "Nintendo 3DS™" refers to all devices in the Nintendo 3DS family, including the New Nintendo 3DS, New Nintendo 3DS XL, Nintendo 3DS, Nintendo 3DS XL, and Nintendo 2DS™. CAUTION - STYLUS USE To avoid fatigue and discomfort when using the stylus, do not grip it tightly or press it hard against the screen. Keep your fingers, hand, wrist, and arm relaxed. Long, steady, gentle strokes work just as well as many short, hard strokes. Important Information Your Nintendo 3DS system and this software are not designed for use with any unauthorized device or unlicensed accessory. -
Framework Para O Desenvolvimento De Experiências Virtuais Com Interacção Háptica
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Framework para o Desenvolvimento de Experiências Virtuais com Interacção Háptica Telmo da Rocha Pereira Mestrado Integrado em Engenharia Informática e Computação Orientador: Prof. A. Augusto de Sousa Co-orientadora: Prof. ª Teresa Restivo Co-orientador: Prof. António Mendes Lopes 28 de Junho de 2010 Framework para o Desenvolvimento de Experiências Virtuais com Interacção Háptica Telmo da Rocha Pereira Mestrado Integrado em Engenharia Informática e Computação Aprovado em provas públicas pelo Júri: Presidente: Professor João Correia Lopes Vogal Externo: Professor António Ramires Fernandes Orientador: Professor António Augusto de Sousa 31 de Julho de 2010 Resumo A presente dissertação apresenta o trabalho efectuado na área do Desenvolvimento de Experiências Virtuais com Interacção Háptica, nomeadamente experiências relacionadas com o comportamento físico de objectos. Este trabalho enquadra-se numa perspectiva de poder introduzir o desenvolvimento de experiências virtuais com interacção háptica no ensino, estando definido como objectivo a concepção de um conjunto de metodologias que permitam criar este tipo de experiências de forma simples e rápida. Inicia-se assim o trabalho com uma revisão bibliográfica das áreas envolvidas, nomeadamente simulação por computador, computação gráfica, realidade virtual e interacção háptica. Seguidamente são investigadas e analisadas possíveis soluções actualmente existentes e passíveis de serem aplicadas. Dado que não se encontrou uma solução que satisfizesse as necessidades do problema, apresenta-se uma análise das tecnologias necessárias para conceber uma nova solução: motor gráfico, motor físico e dispositivo háptico. As duas primeiras tecnologias referidas são alvo de uma avaliação, que permite escolher, de entre um conjunto de opções, qual o motor gráfico e físico que melhor se adequa às necessidades. -
38 Studios: Rhode Island Economic Development Corp
38 Studios: Rhode Island Economic Development Corp. (“RIEDC”) Discussion Materials June 14, 2010 Public Session – Private and Confidential Interactive Entertainment Industry Overview Interactive Entertainment Market Opportunity Growth in the Interactive Entertainment Market will be Primarily Driven by Software Sales . Worldwide revenue representing retail value of shipments of videogame consoles, dedicated handheld gaming devices, and packaged software for consoles and handhelds reached a record high of $71.7 billion in 2008, up 15% from 2007’s record high of $62.4 billion. The worldwide market is expected to reach $124.1 billion in 2013, a projected compounded annual growth rate of 11.0%. While hardware revenue is projected to decline and then rise again in 2012 and 2013 due to the console cycle, the retail value of software shipments is expected to increase at a compounded annual growth rate of 14.3% in the projected years, reaching $101.8 billion in 2013. Worldwide Interactive Entertainment Revenue by Component ($ in Billions) Hardware Software '09E-'13E $150.0 CAGRs: $124.1 11.0% $108.7 $96.8 $100.0 $91.5 $81.9 $71.7 14.3% $62.4 $101.8 $89.8 $80.0 $59.7 $71.1 $50.0 $39.1 $46.6 $40.7 $25.4 $21.6 $25.1 $22.2 $22.3 $13.7 $20.3 $16.8 $18.9 0.1% $0.0 2006A 2007A 2008A 2009E 2010E 2011E 2012E 2013E Source: IDC, May 2009 38 Studios: Rhode Island Economic Development Corp. 2 Market Opportunity by Geography North America and Western Europe Each Currently Represent 40% of Total Market Share . -
Understanding the Evolving Roles of Outbound Education Tourism in China: Past, Present, and Future
Athens Journal of Tourism - Volume 7, Issue 2, June 2020 – Pages 100-116 Understanding the Evolving Roles of Outbound Education Tourism in China: Past, Present, and Future By Sandy C. Chen* This paper discusses the evolving roles of outbound education tourism in China. To provide a thorough understanding, it first surveyed the origins and philosophy of travel as an educational device as well as education travelers’ motivations in Chinese history from the first pioneers in the Confucian era to the late 20th century. Then, it described key events and factors that have stimulated the development of the outbound education tourism in modern China and its explosive growth in the 21st century. Through in-depth personal interviews, the study developed a set of measures that reflected present Chinese students’ expectations of traveling abroad to study. A follow-up large-scale survey among Chinese students studying in the United States revealed two dimensions underlining these expectations: Intellectual Growth and Lifestyle. The findings of the study have significant implications for key stakeholders of higher education such as administrators, marketers, faculty, staff, and governmental policy-making agencies. Keywords: Education tourism, Outbound tourism, Chinese students, Travel motivation, Expectations. Introduction Traveling abroad to study, which falls under the definition of education tourism by Ritchie et al. (2003), has become a new sensation in China’s outbound tourism market. Indeed, since the start of the 21st century, top colleges and universities around the world have found themselves welcoming more and more Chinese students, who are quickly becoming the largest group of international students across campuses. Most of these students are self-financing and pay full tuition and fees, thus every year contributing billions of dollars to destination countries such as the United States, the United Kingdom, Canada, Australia, Germany, France, and Singapore. -
Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME -
A Narrative Metaphor to Facilitate Educational Game Authoring Eugenio J
A narrative metaphor to facilitate educational game authoring Eugenio J. Marchiori 1, Javier Torrente 1, Ángel del Blanco 1, Pablo Moreno-Ger 1, Pilar Sancho1, Baltasar Fernández-Manjón 1,2 1 Department of Software Engineering and Artificial Intelligence, Complutense University, Madrid 2 Laboratory of Computer Science, Massachusetts General Hospital, Harvard University, Boston (emarchiori, jtorrente, angel.dba, pablom)@fdi.ucm.es, [email protected], [email protected] Abstract In this paper we present WEEV (Writing Environment for Educational Video games), a methodology for educational point-and-click adventure game authoring. Our approach aims to allow educators to actively collaborate in the educational game development process, using a narrative-based representation. WEEV is based on a pragmatic reinterpretation of previous works on narrativity and video games, enhanced by the use of a novel visual language to represent the flow of the story or narrative. The WEEV methodology has been implemented into an actual tool based on the already established <e-Adventure> platform for educational games. This tool was improved with feedback gathered from formative evaluation, end-users testing (i.e. educators), and actual use in the development of an educational game. The system, still under development, presents some user-interaction problems along with a need for the educational effectiveness of the resulting games to be further analyzed. However, this paper highlights that, according to the qualitative results of evaluations, WEEV can indeed be successfully applied to simplify the game creation process and that by using representations of games that educators can understand, WEEV can help provide educational value to games. -
A Method for Designing Educational Games
The 5/10 Method: A method for designing educational games Rick van Rooij Bsc Supervised by Johan Jeuring and Nicolas Pronost Utrecht University 2 Abstract ABSTRACT 3 1. INTRODUCTION 3 1.1 GAMES IN EDUCATION AND PROBLEM POSTULATION 3 1.2 THE DESIGN PROCESS 4 1.3 TEN STEPS TO COMPLEX LEARNING 5 1.3.1 4C/ID METHOD 5 1.3.2 THE 10 STEPS IN DETAIL 6 2. A METHOD FOR EDUCATIONAL GAME DESIGN 9 2.1 THE GOAL OF THE 5/10 METHOD 9 2.2 THE 5/10 METHOD 10 2.2.1 ANALYZE 10 2.2.2 DESIGN 11 2.2.3 DEVELOP 16 2.2.4 IMPLEMENT 16 2.2.5 EVALUATE 16 3. CASE STUDY: MOTH 17 3.1 THE GOAL 17 3.2 USING THE METHOD 18 3.2.1 ANALYZE 18 3.2.2 DESIGN 21 3.2.3 DEVELOP 29 3.2.4 IMPLEMENT 31 3.2.5 EVALUATE 31 4. CONCLUSION AND FUTURE WORK 33 REFERENCES 33 APPENDIX A: LEARNING GOALS, TASKS AND BACKGROUND INFORMATION 36 APPENDIX B: LEVEL SCREENSHOTS 39 APPENDIX C: THE SURVEY 45 Abstract 3 Abstract Over the last few years educative games have been on a rise. They have been shown to improve insight, involvement (Marino and Hayes, 2012), engagement in the subject (Wilson et al, 2009) scientific discourse, reasoning and inquiry (Barab et al. 2007). They have been used in schools with success and good results (Ketelhut, 2007). However recent studies show that in spite of this potential games are often misused and are hard to integrate in the instructional environment. -
Cows, Clicks, Ciphers, and Satire
This is a repository copy of Cows, Clicks, Ciphers, and Satire. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/90362/ Version: Accepted Version Article: Tyler, TRJ (2015) Cows, Clicks, Ciphers, and Satire. NECSUS : European Journal of Media Studies, 4 (1). ISSN 2213-0217 Reuse Unless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version - refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher’s website. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Cows, Clicks, Ciphers and Satire Farmville, launched in 2009, is a social game developed by Zynga that can be played on Facebook. The game is, as its name suggests, a farming simulation which allows players to grow crops, raise animals, and produce a variety of goods. Gameplay involves clicking on land tiles in order to plough, plant and then harvest maize, carrots, cabbages or any of a huge variety of crops, both real and fantastic, as well as clicking on cows, sheep, chickens and the like to generate milk, wool, eggs and other products, all of which generates virtual income. -
The Internet As Playground and Factory November 12–14, 2009 at the New School, New York City
FIRST IN A SERIES OF BIENNIAL CONFERENCES ABOUT THE POLITICS OF DIGITAL MEDIA THE INTERNET AS PLAYGROUND AND FACTORY NOVEMBER 12–14, 2009 AT THE NEW SCHOOL, NEW YORK CITY www.digitallabor.org The conference is sponsored by Eugene Lang College The New School for Liberal Arts and presented in cooperation with the Center for Transformative Media at Parsons The New School for Design, Yale Information Society Project, 16 Beaver Group, The New School for Social Research, The Change You Want To See, The Vera List Center for Art and Politics, New York University’s Council for Media and Culture, and n+1 Magazine. Acknowledgements General Event Support Lula Brown, Alison Campbell, Alex Cline, Conference Director Patrick Fannon, Keith Higgons, Geoff Trebor Scholz Kim, Ellen-Maria Leijonhufvud, Stephanie Lotshaw, Brie Manakul, Lindsey Medeiros, Executive Conference Production Farah Momin, Heather Potts, Katharine Trebor Scholz, Larry Jackson Relth, Jesse Ricke, Joumana Seikaly, Ndelea Simama, Andre Singleton, Lisa Conference Production Taber, Yamberlie Tavarez, Brandon Tonner- Deepthie Welaratna, Farah Momin, Connolly, Jolita Valakaite, Cynthia Wang, Julia P. Carrillo Deepthi Welaratna, Tatiana Zwerling Production of Video Series Voices from Registration Staff The Internet as Playground and Factory Alison Campbell, Alex Cline, Keith Higgons, Assal Ghawami Geoff Kim, Stephanie Lotshaw, Brie Manakul, Overture Video Lindsey Medeiros, Heather Potts, Jesse Assal Ghawami Ricke, Joumana Seikaly, Andre Singleton, Deepthi Welaratna, Tatiana Zwerling Video -
Toward an Ecology of Gaming Katie Salen Institute of Play; Parsons the New School for Design, Design and Technology
Citation: Salen, Katie. “Toward an Ecology of Gaming." The Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 1–20. doi: 10.1162/dmal.9780262693646.001 Copyright: c 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license. Toward an Ecology of Gaming Katie Salen Institute of Play; Parsons the New School for Design, Design and Technology A time is marked not so much by ideas that are argued about as by ideas that are taken for granted. —Jonathan Letham1 1954. West Germany gains an unexpected 3-2 victory over Hungary in the World Cup, known from then on as The Miracle of Bern. Officials announce that an American hydrogen bomb test had been conducted on Bikini Atoll in the Pacific Ocean. Marilyn Monroe weds Joe DiMaggio. The Geneva Conference partitions Vietnam into North Vietnam and South Vietnam. Mathematician Alan Turing commits suicide. “Gaming as a Technique of Analysis” is released, praising games as designed models with which to think. When viewed from this perspective, 1954 looks a lot like 2007: a year of instability and transformation on the world stage, a year shadowed by the promise and threat of competing ideologies, a year colored by fear, hope, and the advent of new technology. 1954 was also a year, like this year, when games entered the popular lexicon and man the player was seized upon as a harbinger of change. -
Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature
EDUCATIONAL SCIENCES: THEORY & PRACTICE eISSN: 2148-7561, ISSN: 2630-5984 Received: 28 November 2019 Revision received: 16 December 2019 Copyright © 2020 JESTP Accepted: 20 January 2020 www.jestp.com DOI 10.12738/jestp.2020.1.004 ⬧ January 2020 ⬧ 20(1) ⬧ 40-58 Review article Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature Elena Shliakhovchuk Adolfo Muñoz García Universitat Politècnica de València, Spain Universitat Politècnica de València, Spain Abstract The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the diversification of the player base, until very recently little attention was devoted to understanding how playing video games affects the way people think and collaborate across cultures. This paper examines the recent literature regarding the impact of video games on players from an intercultural perspective. Sixty-two studies are identified whose aim is to analyze behavioral-change, content understanding, knowledge acquisition, and perceptional impacts. Their findings suggest that video games have the potential to help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces, to reinforce or weaken stereotypes, and to some extent also facilitate the development of intercultural skills. The paper provides valuable insights to the scholars, teachers, and practitioners of cultural studies, education, social studies, as well as to the researchers, pointing out areas for future research. -
Blinding Silence a Sound-Based Puzzle Game Interactive Media and Game Development
Project Number: RL1-P009 Blinding Silence A Sound-Based Puzzle Game Interactive Media and Game Development A Major Qualifying Project Report submitted to the faculty of WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Bachelor of Science by Ryan Bedell Elliot Borenstein Drew Hickcox Lukas Wong-Achorn Advised by Professor Jennifer deWinter Professor Robert W. Lindeman Abstract for the development of Blinding Silence: A Sound Based Puzzle Game By Ryan Bedell, Elliot Borenstein, Drew Hickcox, Lukas Wong-Achorn This is an Interactive Media and Game Development Major Qualifying Project report, focusing on the state and development of a video game based on Terathon’s C4 Engine. The game, titled Blinding Silence, is a single player game with a unique sound-based visual aesthetic and Wiimote-based control scheme. This document discusses the state, development, and original design of the game Blinding Silence. Blinding Silence has a unique control scheme that uses two Wiimotes and an infrared LED headset for in- game navigation. The game also has a unique visual design where every noise makes a burst of light, allowing players to “see” sound. Through these the player solves physical puzzles. The player controls a blind man with a mysterious staff he uses as a cane. The world has been taken over by darkness, with people endlessly repeating the same task forever. The man discovers he can influence people with sound and begins uncovering the chain of events that led to the catastrophe. Blinding Silence has a visual style indentified by its sound-based lighting. Models are viewed in silhouette, which removes the importance of textures and increases the importance of models.