Game Factors and Game-Based Learning Design Model
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Digital Games As a Context for Children's Cognitive Development
Volume 32, Number 1 | 2019 Social Policy Report Digital Games as a Context for Children’s Cognitive Development: Research Recommendations and Policy Considerations Fran C. Blumberg, Fordham University Kirby Deater-Deckard, University of Massachusetts-Amherst Sandra L. Calvert, Georgetown University Rachel M. Flynn, Northwestern University C. Shawn Green, University of Wisconsin-Madison David Arnold, University of Massachusetts-Amherst Patricia J. Brooks, College of Staten Island & The Graduate Center, CUNY ABSTRACT We document the need to examine digital game play and app use as a context for cognitive development, particularly during middle childhood. We highlight this developmental period as 6- through 12- year olds comprise a large swath of the preadult population that plays and uses these media forms. Surprisingly, this age range remains understudied with regard to the impact of their interactive media use as compared to young children and adolescents. This gap in knowledge about middle childhood may refect strong and widely held concerns about the effects of digital games and apps before and after this period. These concerns include concurrent and subsequent infuences of game use on very young children’s and adolescents’ cognitive and socioemotional functioning. We highlight here what is currently known about the impact of media on young children and adolescents and what is not known about this impact in middle childhood. We then offer recommendations for the types of research that developmental scientists can undertake to examine the effcacy of digital games within the rapidly changing media ecology in which children live. We conclude with a discussion of media policies that we believe can help children beneft from their media use. -
Drivers and Barriers to Adopting Gamification: Teachers' Perspectives
Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives Antonio Sánchez-Mena1 and José Martí-Parreño*2 1HR Manager- Universidad Europea de Valencia, Valencia, Spain and Universidad Europea de Canarias, Tenerife, Spain 2Associate Professor - Universidad Europea de Valencia, Valencia, Spain [email protected] [email protected] Abstract: Gamification is the use of game design elements in non-game contexts and it is gaining momentum in a wide range of areas including education. Despite increasing academic research exploring the use of gamification in education little is known about teachers’ main drivers and barriers to using gamification in their courses. Using a phenomenology approach, 16 online structured interviews were conducted in order to explore the main drivers that encourage teachers serving in Higher Education institutions to using gamification in their courses. The main barriers that prevent teachers from using gamification were also analysed. Four main drivers (attention-motivation, entertainment, interactivity, and easiness to learn) and four main barriers (lack of resources, students’ apathy, subject fit, and classroom dynamics) were identified. Results suggest that teachers perceive the use of gamification both as beneficial but also as a potential risk for classroom atmosphere. Managerial recommendations for managers of Higher Education institutions, limitations of the study, and future research lines are also addressed. Keywords: gamification, games and learning, drivers, barriers, teachers, Higher Education. 1. Introduction Technological developments and teaching methodologies associated with them represent new opportunities in education but also a challenge for teachers of Higher Education institutions. Teachers must face questions regarding whether to implement new teaching methodologies in their courses based on their beliefs on expected outcomes, performance, costs, and benefits. -
The Illithiad.Pdf
Introduction -Illithid Theology, 40 —Illithids: The Legend, 4 Ilsensine, 40 —The Bowels of the World, 4 Maanzecorian, 41 —Encounter in Darkness, 5 —Consequences, 6 Psychology and Society —Inside the Illithid Mind, 42 Beliefs, 42 Illithids: What They Emotions, 45 Concept of Time, 45 —Mind Flayers at a —Society, 46 Glance, 7 Lot of the Thrall, 46 s Abilitie , Anatomy Inter-illithid Relationships, 46 and Limitations, 7 The Elder Concord, 47 Creeds, 48 —Illithid Social Customs, 53 Life Cycle and Coming of Age, 53 Variations 3 5 , Brain r Elde e th g Joinin —Eggs, 10 Entertainment, 54 —Tadpoles, 10 Nonpsionic Communication, 56 —Ceremorphosis, 11 Illithid Names, 56 —Adults, 12 Outcasts, 56 —Illithid Variations, 14 Illithids and Undead, 57 Arcane Illithids, 14 Illithids and Githyanki, 58 Ulitharids, 15 Illithids and Githzerai, 60 Elder Brains, 16 Alhoons (Illithilichs), 17 An Illithid Community Illithid Vampires, 18 —Abstemious, 61 Urophions, 18 72 , Dwelling r Flaye d Min l Typica A — Neothelids, 18 —Engendering New Communities, 74 Psionics: Options, Abilities, and Drawbacks —Philosophy of Psionics, 20 y Technolog d Illithi Optional Psionics Rule #1, 21 —Psionic Item Distribution, 77 Optional Psionics Rule #2, 21 Psionic Item Descriptions, 77 Psionic Attack and Combat, 21 Unique Psionic Items, 83 Quick Psionic Rules For Illithids, 22 Illithid Psionic Attacks, 23 Illithid Psionic Defenses, 24 Mind Flayer Quick Stat Reference Illithid Psionic Disciplines, 25 —Standard illithids, 86 —Unique Illithid Psionic Disciplines, 28 6 8 , illithids e —Arcan Unique Psionic Power Menu, 28 —Ulitharids, 86 Unique Psionic Power Descriptions, 28 —Alhoons, 87 —Psionic Drawbacks, 33 —Illithid vampires, 87 Psionic Cascade, 33 —Brain golem, 88 Psionic Disease: The Ashen, 34 Psychic Flareback, 34 —Grimlocks, 88 Partial Personalities, 35 —Lugribossk (Ilsensine's Proxy), 89 History and Theology Monsters —Origins, 36 2 9 , Brain r —Elde —Ancient History, 38 —Urophion, 94 9 3 , Empire f o l —Fal —Neothelid, 95 —Recent History, 39 —Gohlbrorn, 96 Introduction Illithidsf O . -
DIVINITY Tige Classes to Use in Your D&D Campaign
Complete Divine is packed full of material useful to cler- ics, druids, and other divine spellcasters, including feats, prestige classes, spells, and magic items. Some of this material is freshly updated for D&D v.3.5, and the rest is brand-new. But there’s only so much room in any book, and some of the new prestige classes couldn’t be included. So without further ado, here are four new divine pres- MORE DIVINITY tige classes to use in your D&D campaign. A Web Enhancement DWEOMERKEEPER for Complete Divine Dweomerkeepers are the shepherds of arcana—priests whose faith grants them an intuitive grasp of the very fabric of magic. Skilled practitioners of both arcane and CREDITS divine magic, they seek to explore magical theory and Design: David Noonan and Skip Williams create new spells and magic items. As the devoted Editing: Penny Williams agents of the deities of magic, dweomerkeepers defend Typesetting: Nancy Walker against those who seek to warp, twist, or hoard spells, magic items, and arcane lore. Design Manager: Christopher Perkins Most dweomerkeepers are cleric/wizards or Web Production Julia Martin cleric/sorcerers, although other class combinations— Web Development: Mark A. Jindra particularly those that include specialist wizard, bard, Graphic Design: Sean Glenn, Cynthia Fliege and ranger—are not unknown. Dweomerkeepers can be found throughout the ® Based on the original DUNGEONS & DRAGONS game by E. land. Some dwell in lonely, isolated towers and are Gary Gygax and Dave Arneson and on the new edition of the wholly consumed with their magical studies. Others DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. -
Engaging Children with Educational Content Via Gamification Kalpana Nand1,4, Nilufar Baghaei1,2* , John Casey1, Bashar Barmada1, Farhad Mehdipour2 and Hai-Ning Liang3
Nand et al. Smart Learning Environments (2019) 6:6 Smart Learning Environments https://doi.org/10.1186/s40561-019-0085-2 RESEARCH Open Access Engaging children with educational content via Gamification Kalpana Nand1,4, Nilufar Baghaei1,2* , John Casey1, Bashar Barmada1, Farhad Mehdipour2 and Hai-Ning Liang3 * Correspondence: nilufar.baghaei@ op.ac.nz Abstract 1Department of Computer Science, Unitec Institute of Technology, Gamification is the application of game mechanisms in non-gaming environments Auckland, New Zealand with the objective of enhancing user experience. In this paper, we investigate the 2Department of Information effectiveness of gamification in educational context, i.e. teaching numeracy at a Technology, Otago Polytechnic Auckland International Campus primary school level. We study the appealing characteristics of engaging computer (OPAIC), Auckland, New Zealand games from children’s point of view, and investigate whether embedding the Full list of author information is proposed characteristics into an educational tool enhances children’s learning. The available at the end of the article main characteristics we identify are levels of difficulties, feedback from the current level, and graphical presentation. They were then embedded into a Java-based open source programme based on “Who wants to be a millionaire” TV show, with the aim of teaching children numeracy (level 5 New Zealand curriculum). Two versions were created: feature enriched game (FEG) with all the features enabled and feature devoid game (FDG) with no extra features. We present the results of an evaluation study done with primary school children (n = 120) over a period of two weeks. The effectiveness of the educational tool was measured using a pre-test and a post-test, as well as other indicators such as the frequency and duration of interaction. -
Dragon Magazine #248
DRAGONS Features The Missing Dragons Richard Lloyd A classic article returns with three new dragons for the AD&D® game. Departments 26 56 Wyrms of the North Ed Greenwood The evil woman Morna Auguth is now The Moor Building a Better Dragon Dragon. Paul Fraser Teaching an old dragon new tricks 74Arcane Lore is as easy as perusing this menu. Robert S. Mullin For priestly 34 dragons ... Dragon Dweomers III. Dragon’s Bestiary 80 Gregory W. Detwiler These Crystal Confusion creatures are the distant Dragon-Kin. Holly Ingraham Everythingand we mean everything 88 Dungeon Mastery youll ever need to know about gems. Rob Daviau If youre stumped for an adventure idea, find one In the News. 40 92Contest Winners Thomas S. Roberts The winners are revealed in Ecology of a Spell The Dragon of Vstaive Peak Design Contest. Ed Stark Columns Theres no exagerration when Vore Lekiniskiy THE WYRMS TURN .............. 4 is called a mountain of a dragon. D-MAIL ....................... 6 50 FORUM ........................ 10 SAGE ADVICE ................... 18 OUT OF CHARACTER ............. 24 Fiction BOOKWYRMs ................... 70 The Quest for Steel CONVENTION CALENDAR .......... 98 Ben Bova DRAGONMIRTH ............... 100 Orion must help a young king find both ROLEPLAYING REVIEWS .......... 104 a weapon and his own courage. KNIGHTS OF THE DINNER TABLE ... 114 TSR PREVIEWS ................. 116 62 PROFILES ..................... 120 Staff Publisher Wendy Noritake Executive Editor Pierce Watters Production Manager John Dunn Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha On the Cover Fred Fields blends fantasy with science fiction in this month's anniversary cover. -
A Design Process for Balanced Educational Video Games with Collaborative Activities
A design process for balanced educational video games with collaborative activities Natalia Padilla-Zea a,b, Nuria Medina-Medina a, Francisco L. Gutiérrez-Vela a, José R. López-Arcos a, Patricia Paderewski a & Carina S. González-González c a Dpto. Lenguajes y Sistemas Informáticos y CITYC, Universidad de Granada, Granada, España. {npadilla, nmedina, fgutierr, patricia, jrlarco}@ugr.es b Universidad Internacional de la Rioja, Logroño, España. [email protected] c Dpto. Ingeniería de Sistemas y Automática y Arquitectura y Tecnología de Computadores, Universidad de La Laguna, Tenerife, Españ[email protected] Received: February 13th, 2015. Received in revised form: March 10th, 2015. Accepted: September 29th, 2015 Abstract The efficiency of educational video games could be improved through the use of a specific development method that allows them to keep both their educational and recreational goals and maintains their playability. Accordingly, we present a process for the incremental design of educational video games with collaborative activities based on Software Engineering principles. This process intends to make the specification and design of educational and recreational contents easier, and also ensures a balance between educational and playful components. To support this methodology, we present a pilot authoring tool that implements our design process. Keywords: Digital Game-Based Learning; Methodologies; Educational Video Games Design; Computer-Supported Collaborative Learning. Proceso de diseño para videojuegos educativos con actividades colaborativas Resumen El uso de un método de desarrollo específico para videojuegos educativos que facilite la definición de objetivos pedagógicos y lúdicos podría mejorar la eficiencia instructiva de este tipo de aplicaciones, sin perder su jugabilidad. Con esta intención, en este trabajo se presenta un proceso de diseño incremental que aplica principios de Ingeniería del Software para generar videojuegos educativos con actividades colaborativas. -
Integrating Science Tasks and Puzzles in Computer Role Playing Games
Multimodal Technologies and Interaction Article Integrating Science Tasks and Puzzles in Computer Role Playing Games Varvara Garneli * , Konstantinos Patiniotis and Konstantinos Chorianopoulos Department of Informatics, Ionian University, 49132 Corfu, Greece * Correspondence: [email protected] Received: 15 May 2019; Accepted: 12 July 2019; Published: 15 July 2019 Abstract: The design of educational serious games to be used as motivational learning environments is very rewarding but also very challenging. The integration of learning with playing activities seems to be one of the major challenges. Previous work has not examined the integration of science content based on the school curriculum in the gameplay mechanics of a computer role playing game (CRPG) and in a storyline which ends with a dramatic conflict. In this study, an educational CRPG was designed for learning concepts in the physical sciences according to the curriculum of the correspondent book. We integrated the content into the gameplay which included several tasks to be performed and puzzles to be solved, advancing players to successfully complete the game, according to the game’s storyline. Finally, we performed a usability test for ease-of-use and enjoyment issues. Most testers considered the educational CRPG entertaining. Computer role playing game’s gameplay mechanics provide affordances for the integration of science and technology courses in a playful learning environment. Keywords: educational serious games; game design; role playing games; science education 1. Introduction Video games are a popular medium which have appeared in several forms and configurations following the development of digital technology. While entertaining video games feature only the “game” dimension, serious games can be defined as “a mental contest, played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives” [1]. -
The History of Educational Computer Games
Beyond Edutainment Exploring the Educational Potential of Computer Games By Simon Egenfeldt-nielsen Submitted to the IT-University of Copenhagen as partial fulfilment of the requirements for the PhD degree February, 2005 Candidate: Simon Egenfeldt-Nielsen Købmagergade 11A, 4. floor 1150 Copenhagen +45 40107969 [email protected] Supervisors: Anker Helms Jørgensen and Carsten Jessen Abstract Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. This dissertation aims to be a modest contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. A framework that goes beyond the limitations of edutainment, not relying on a narrow perception of computer games in education. The first part of the dissertation outlines the background for building an inclusive and solid framework for educational use of computer games. Such a foundation includes a variety of quite different perspectives for example educational media and non-electronic games. It is concluded that educational use of computer games remains strongly influenced by educational media leading to the domination of edutainment. The second part takes up the challenges posed in part 1 looking to especially educational theory and computer games research to present alternatives. By drawing on previous research three generations of educational computer games are identified. The first generation is edutainment that perceives the use of computer games as a direct way to change behaviours through repeated action. The second generation puts the spotlight on the relation between computer game and player. -
Guide 2020 Games from Spain
GUIDE GAMES 2020 FROM SPAIN Message from the CEO of ICEX Spain Trade and Investment Dear reader, We are proud to present the new edition of our “Guide to Games from Spain”, a publication which provides a complete picture of Spain’s videogame industry and highlights its values and its talent. This publication is your ultimate guide to the industry, with companies of various sizes and profiles, including developers, publishers and services providers with active projects in 2020. GAMES Games from Spain is the umbrella brand created and supported by ICEX Spain Trade and Investment to promote the Spanish videogame industry around the globe. You are cordially invited to visit us at our stands at leading global events, such us Game Con- nection America or Gamescom, to see how Spanish videogames are playing in the best global production league. Looking forward to seeing you soon, ICEX María Peña SPAIN TRADE AND INVESTMENT ICT AND DIGITAL CONTENT DEPARTMENT +34 913 491 871 [email protected] www.icex.es GOBIERNO MINISTERIO DE ESPAÑA DE INDUSTRIA, COMERCIO Y TURISMO EUROPEAN REGIONAL DEVELOPMENT FUND A WAY TO MAKE EUROPE GENERAL INDEX ICEX | DISCOVER GAMES FROM SPAIN 6 SPANISH VIDEOGAME INDUSTRY IN FIGURES 8 INDEX 10 DEVELOPERS 18 PUBLISHERS 262 SERVICES 288 DISCOVER www.gamesfromspain.com GAMES FROM SPAIN Silvia Barraclough Head of Videogames Animation and VR/AR ICEX, Spain Trade and Investment in collaboration with [email protected] DEV, the Spanish association for the development and +34 913 491 871 publication of games and entertainment software, is proud to present its Guide to Games from Spain 2020, the perfect way to discover Spanish games and com- panies at a glance. -
Gaming” Genre: Serious Games, Genre Theory, and Rhetorical Action
W573 l LIBRARY 2008 Michigan State University This is to certify that the thesis entitled “GAMING” GENRE: SERIOUS GAMES, GENRE THEORY, AND RHETORICAL ACTION presented by LEE SHERLOCK has been accepted towards fulfillment of the requirements for the Master of Arts degree in ' 'tal Rhetoric & Professional , “ Writing I \ -.—.—._ ' .I \VMaior Profésses’sfijgflétu re ‘ 9 $0?) Date —-u-.-o-c--c--n-u-n-o-n-n-- MSU is an afitnnative-action, equal-opportunity employer PLACE IN RETURN BOX to remove this checkout from your record. TO AVOID FINES return on or before date due. MAY BE RECALLED with earlier due date if requested. DATE DUE DATE DUE DATE DUE 6/07 p:/ClRC/DateDue.indd-p.1 “GAMING” GENRE: SERIOUS GAMES, GENRE THEORY, AND RHETORICAL ACTION By Lee Sherlock A THESIS Submitted to Michigan State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS Digital Rhetoric & Professional Writing 2008 ABSTRACT “GAMING” GENRE: SERIOUS GAMES, GENRE THEORY, AND RHETORICAL ACTION By Lee Sherlock Despite recent increases in digital gaming research from rhetoric/ composition scholars, there have been relatively few scholarly treatments of serious games as sites of rhetorical action and critique. In response to this gap, I argue for the need for rhetoric/composition scholars to start “paying attention” to serious games. The disciplinary frameworks of rhetorical studies, literacy studies, and communication are employed to survey the current literature on serious gaming and identify points of synthesis. I then introduce a more focused idea drawn from rhetorical studies, genre theory, to examine the question of why scholars in rhetoric/composition should pay attention to and focus their work on serious games. -
Using Data Mining Results to Improve Educational Video Game Design
Using Data Mining Results to Improve Educational Video Game Design Deirdre Kerr National Center for Research on Evaluation, Standards, and Student Testing1 University of California, Los Angeles [email protected] This study uses information about in-game strategy use, identified through cluster analysis of actions in an educational video game, to make data-driven modifications to the game in order to reduce construct-irrelevant behavior. The examination of student strategies identified through cluster analysis indicated that (a) it was common for students to pass certain levels using incorrect mathematical strategies and (b) throughout the game a large number of students used order-based strategies to solve problems rather than strategies based on mathematics, making measurement of their mathematical ability difficult. To address the construct irrelevant variance produced by these issues, two minor changes were made to the game and students were randomly assigned to either the original version or the revised version. Students who played the revised version (a) solved levels using incorrect mathematical strategies significantly less often and (b) used order-based strategies significantly less often than students who played the original version. Additionally, student perception of the revised version of the game was more positive than student perception of the original version, though there were no significant differences in either in-game or paper-and-pencil posttest performance. These findings indicate that data mining results can be used to make targeted modifications to a game that increased the interpretability of the resulting data without negatively impacting student perception or performance. 1. INTRODUCTION In educational video games or simulations, relevant features of student performance must be extracted from the log files that are automatically generated by the game or simulation as students play [Kim, Gunn, Schuh, Phillips, Pagulayan, and Wixon 2008].