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Unicraft: Exploring the Impact of Asynchronous Multiplayer Game Elements in Gamification
UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification FEATHERSTONE, Mark <http://orcid.org/0000-0001-6701-6056> and HABGOOD, Jacob <http://orcid.org/0000-0003-4531-0507> Available from Sheffield Hallam University Research Archive (SHURA) at: http://shura.shu.ac.uk/21261/ This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it. Published version FEATHERSTONE, Mark and HABGOOD, Jacob (2018). UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification. International Journal of Human-Computer Studies. Copyright and re-use policy See http://shura.shu.ac.uk/information.html Sheffield Hallam University Research Archive http://shura.shu.ac.uk UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification Mark Featherstone, PGCE, BSc [email protected] Sheffield Hallam University Sheffield, UK Corresponding author Bio: after many years working as a games developer, I now run the games development undergraduate course as a senior lecturer at Sheffield Hallam University. While working as a commercial game developer I helped create video games on PC and Xbox for companies such as Gremlin, Rage Games, Infogrammes, NCSoft and more recently as an independent game developer at Moonpod. My research focus is in the area of games based learning and the use of video game design principles in education. I'm also the Technical Director at Steel Minions Games Studio, which provides work-based simulation for game development students. Dr. Jacob Habgood, PhD, BSc, PGCTLHE [email protected] Sheffield Hallam University Sheffield, UK Bio: I teach games development at Sheffield Hallam University and manage the university's PlayStation teaching facility. -
The Gamification Inventory 133
The Gamification Inventory An Instrument for the Qualitative Evaluation of Gamification and its Application to Learning Management Systems Jan Broer October 25, 2017 A thesis submitted for the degree of Doctor of Engineering (Dr.-Ing.) to the faculty of Mathematics and Computer Science at the University of Bremen. 1st supervisor: Prof. Dr. Andreas Breiter 2nd supervisor: Prof. Dr. Thomas Köhler Abstract Gamification has risen meteorically in popularity since the beginning of the decade, both in practitioner circles and among researchers. We show that empirical results of gamification’s effects do not match the hype around it as studies have largely failed to prove any effects. We posit that a proper evaluation of gamification requires an understanding of how gamification can be expressed in real-world applications and employ Wittgensteinian family resemblances as a basis for such a definition. We have collected a set of properties that gamified applications can have through the analysis of goals and means of gamification mentioned in the literature and through an expert survey. We then used those results to create the Gamification Inventory, an instrument for the qualitative assessment of gamification in a given system. We have tested the instrument with a set of evaluators in the field of learning management systems (LMSs), informing both a refinement of the instrument and the preparation of an experiment with the intent of testing the effectiveness of common forms of gamification. The analysis of these LMSs led to results very similar to what our analysis of pre- vious empirical studies in gamification, and especially gamification in education, have shown: most gamification is concentrated on using points, badges, levels and leader- boards as game design elements. -
Softening the Learning Curve of Software Development Tools
Softening the Learning Curve of Software Development Tools João Fernandes Prof. Dr. Mário Rui Instituto Superior Técnico Gomes [email protected] Instituto Superior Técnico [email protected] Prof. Dr. Rui Prada Eng. Lúcio Ferrão Instituto Superior Técnico OutSystems [email protected] [email protected] ABSTRACT steep learning curve to novice users. This allows illustrat- In the software industry, albeit wide spread techniques to ing the typical learning tools, and their adequacy according make the development cycle more agile, it is not easy for a to the expertise of the user. Even though a set of tools company to implement, maintain and deliver tools that sup- are deployed, novice users still take much time to evolve, port the learning stages of their users. As such, the learn- since these tools present low retention rates. In order to ing processes and tools tend to receive fewer budget on the address the problem of steep learning curves, this document product backlog. With this in consideration, a framework presents a framework that intends to: increase the learn- for computer assisted learning was devised. This framework ers' retention rate, meaning that learners should be able is intended to increase the subject matter retention rate, to perform better given a transfer test, not slowing the per- minimize the learners' frustration levels, while keeping the formance of advanced users, and not to significantly increase development and maintenance costs low. the maintenance costs. The learning curve presented by an Integrated Development 2. THE LEARNING CURVE OF AN IDE Environment is discussed. -
Wordcamp 2010-Public.Pdf
1 Does anyone here use Microsoft Office? It is used by hundreds of millions of people to create billions of documents across thousands of different communities. What happens when you combine Microsoft Office, one of the oldest and most complex works of consumer software with games? This is exactly the question that Office Labs asked. Office Labs is the wild side of the Office developer organization. 2 What we came up with is something called Ribbon Hero, a plugin for Word, Excel and Powerpoint that is turns the act of learning the various features of Office into a social game that can be played during your coffee break. I’ll dig into Ribbon Hero in more depth later in the talk, but first I wanted to cover a more important issue. Why did we do this? What did we mix the chocolate of games with the peanut butter of everyday applications? 3 Here’s what I’ll be talking about today. First, we’ll cover Holes in modern application and user experience design. The tools we have for designing software are good, but they are missing a major aspect of how users actually use products. Next, I’ll give you a brief overview of the vast and exciting field of game design and how it offers unique techniques for filling the holes in application design. Then we’ll take a quick look at Ribbon Hero, an example of how game mechanics improve applications. Finally, if there is time, I want to show what happens when you design a tradtional application like a blog with game mechanics in mind from the very beginning. -
Free Tools from Microsoft: This Is a List of More Free Tools from Microsoft That Many Teachers Have Found Useful
Free Software and Tools from Microsoft Have the following free software installed on your laptop: Before you come to the Institute in November, install these six pieces of software and play around with each of them. You should have a basic understanding of each of these. You will want to use at least one of these for your Learning Excursion project. 1. AutoCollage (from Partners in Learning) http://us.partnersinlearningnetwork.com/Resources/Pages/AutoCollage.aspx Photo collages celebrate important events and themes in our lives. Pick a folder, press a button, and in a few minutes AutoCollage presents you with a unique memento to print or email to your family and friends. 2. Photosynth http://photosynth.net/create.aspx Photosynth takes your photos, mashes them together and recreates a 3D scene out of them that anyone can view and move around in. Different than static photos and video, Photosynth allows you to explore details of places, objects, and events unlike any other media. You can’t stop video, move around and zoom in to check out the smallest details, but with Photosynth you can. And you can’t look at a photo gallery and immediately see the spatial relation between the photos, but with Photosynth you can! 3. Image Composite Editor http://research.microsoft.com/en-us/um/redmond/groups/ivm/ice/ Microsoft Image Composite Editor is an advanced panoramic image stitcher. Given a set of overlapping photographs of a scene shot from a single camera location, the application creates a high-resolution panorama that seamlessly combines the original images. -
FULL LIST of APPS ACE-MSI SR2 1040 Works Acroprint Attendance Rx 1040Scan ACT! 1099-Etc
FULL LIST OF APPS ACE-MSI SR2 1040 Works Acroprint Attendance Rx 1040Scan ACT! 1099-Etc. Act-3D Lumion Free 1Password actiTime 247Security DVRViewer Active State Password Gorilla 2BrightSparks SyncBackPro ActiveHelper Support Panel Desktop 2X SecureRDP Acumatica ERP 3M Products for Microsoft Office Adams Tax Forms Helper 3Rivers Cotton Merchant Application AdaptCRM Enterprise 4Team Sync2 Address Accelerator/ Postal Saver Plugin for Raiser's Edge 5 Minute Financials ADLware QuickBooks Integration 7-Zip Adobe Acrobat Standard A2iA CheckReader Adobe Acrobat AutoPortfolio AbacusLaw Adobe Acrobat Pro AbacusLaw Accounting Adobe Acrobat Reader AbacusLaw Workstation Adobe AIR ABBYY FineReader Adobe Contribute Abila Fundraising Adobe Creative Cloud Abila MIP Fund Accounting Adobe Creative Suite Ability PC-ACE Adobe Customization Wizard Able2Extract Adobe Digital Editions Able2Extract PDF Converter Adobe Dreamweaver About Time Adobe Firework AbstractExpress Adobe Flash Player Accelrys Materials Studio Adobe FormsCentral Account Ability Import Adobe Illustrator Account Ability PDF Writer Adobe InCopy CS6 Account Ability Tax Form Preparation Adobe InDesign Accountants Workflow Solutions Access Database Adobe LiveCycle Designer AccountEdge Pro Adobe PageMaker Accounting CS Adobe PDF iFilter Accounting Link for NAPA TracsAcct1st Adobe Photoshop ACCTivate! Adobe Reader Accubid ChangeOrder Adobe Shockwave Player Accubid Livecount ADP PayConnexion Accubid Pro ADP Payroll for Windows AccuLink Adapter ADP PaySpecialist AccuPOS ADP ReportSmith AccuServer -
Getting Started with Microsoft Office 2010
Getting started with Microsoft Office 2010 Microsoft Corporation Published: May 2010 Author: Microsoft Office System and Servers Team ([email protected]) Abstract This book provides an overview of the Microsoft Office 2010 suites and information about how to get started with Office 2010. The audience for this book includes IT generalists, IT operations, help desk and deployment staff, IT messaging administrators, and consultants. The content in this book is a copy of selected content in the Office 2010 Resource Kit technical library (http://technet.microsoft.com/en-us/library/cc303401(office.14).aspx) as of the publication date. For the most current content, see the technical library on the web. This document is provided “as-is”. Information and views expressed in this document, including URL and other Internet Web site references, may change without notice. You bear the risk of using it. Some examples depicted herein are provided for illustration only and are fictitious. No real association or connection is intended or should be inferred. This document does not provide you with any legal rights to any intellectual property in any Microsoft product. You may copy and use this document for your internal, reference purposes. © 2010 Microsoft Corporation. All rights reserved. Microsoft, Access, Active Directory, Backstage, Excel, Groove, Hotmail, InfoPath, Internet Explorer, Outlook, PerformancePoint, PowerPoint, SharePoint, Silverlight, Windows, Windows Live, Windows Mobile, Windows PowerShell, Windows Server, and Windows Vista are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. The information contained in this document represents the current view of Microsoft Corporation on the issues discussed as of the date of publication. -
Gamification on the Rise Gamification on the Rise
Gamification on the Rise Gamification on the Rise Executive Summary Gamification is the incorporation of aspects of games into business processes. It is a massively increasing trend that has drawn huge interest in the past years. In fact, we are going to see a tsunami of gamification in the next few years; the facts speak for themselves. Gamification Predictions: In just one year it is estimated that 70% of the leading 2000 global businesses will include at least one aspect of a gamified application or system. In two years analysis suggests that a quarter of redesigned business processes will include an element of gamification. In three years gamification is projected to be a $2.8 billion dollar industry of itself. These facts suggest that no one in an executive or IT position can ignore the phenomenon. It’s on the rise. This white paper examines what Gamification is and what it is not. Most importantly, we will show you what it can do to help your business. 2 Gamification on the Rise technologyadvice Introduction A Gamification system takes elements of games, such as: fun, transparent competition, a progressive challenge, incentivization A Classic Real-World Design Example and aesthetically pleasing design. It then applies them to real world tasks. The areas Gamification can assist with are vast; it can incorporate everything from improving routine office tasks A Classic real world design to promoting a corporate brand. The ultimate objective of example of taking an idea Gamification is to improve productivity. from the gaming industry is the design of the Challenger The term Gamification is a relatively new one that has generally 2, The UK’s main battle become accepted within the last five years; however, the idea is tank, gun control systems. -
Microsoft Partners in Learning
Microsoft Partners in Learning By Jennifer M. Tabone Primary School Teacher, Malta. Our Mission The Partners in Learning Network is the personalized content and offers engine; driving recruitment and engagement with educators and school leaders. Partners in Learning is a global initiative designed to help increase technology access for schools, foster innovative approaches to pedagogy and teacher professional development, and provide education leaders with the tools to envision, implement, and manage change. Partners in Learning Network Objectives resources support c Enable educators to find resources that can Acquiring the skills needed to use ICT O be immediately used in the classroom: teaching and learning practices through a o software, tools, lesson plans, and user meaningful set of professional development c generated content content and curriculum p Our Focus access support enable to resources for immediate use acquisition of ICT teaching and opportunities to connect and in the classroom learning practices collaborate globally Register www.pil-network.com the home page INSPIRE AND ENGAGE landing page is designed to provide context to the Partners in Learning story through the voice of our educators and school leaders access to resources educators want most Free tools for educators More than 30 free tools (set in different sub-headings) can be downloaded for a trial period or for an unlimited period of time. learning activities SHOWCASE INNOVATION AND AMPLIFY THE WORK OF DEPTH TEACHERS activities Learning Activities can be uploaded by anyone, put in a queue, and are then approved for display Autocollage • Autocollage – Automatically creates collages from images Digital story telling: - Digital Story Telling Teaching Guide - Windows Live Photo Gallery - Windows Live Movie Maker – Children can use their own pictures to create their own digital story. -
Playing Games for Fun and Profit. the Line Between Work and Play Is Becoming Increasingly Blurred in Companies All Across America Today
Playing games for fun and profit. The line between work and play is becoming increasingly blurred in companies all across America today. To illustrate that point, technology industry research firm Gartner estimates that by 2014 approximately 70 percent of large enterprises will use game techniques for at least one business process. For its part, market researcher M2 Research expects that revenue from “gamification” software, consulting and marketing will explode – from about $100 million today to more than $900 million by 2014. These bullish forecasts – and Gartner’s belief that enterprise expectations for gamification have yet to peak – reflect the fact that online gaming has become a significant pursuit for people when they’re not on the job. A research survey by GSN Games Network, for instance, indicates that 60 percent of respondents play online games daily and spend more than 11 hours a week playing. Driven in large part by the rapid emergence and expansion of social networks and smartphones, gaming is seen by legions of off-duty workers as a way to relax and stimulate the brain. When it comes to using games in the workplace, however, it’s all about enhancing employee engagement and learning as companies strive to become knowledge organizations that can move quickly and smartly in the complex and competitive global marketplace. 2 From my perspective, there are five main • STOKING OUR Another noteworthy enterprise learning reasons why the business community has COMPETITIVE INSTINCTS game, in my opinion, is Microsoft’s Ribbon embraced gamification as a learning tool: People like to face off and test Hero 2, which teaches people about themselves against friendly rivals. -
Enterprise Gamification: the Gen Y Factor How Businesses Can Use Gamification to Engage & Motivate Gen Y Employees And, in the Process, Benefit Everyone
WHITE PAPER THETHE GEGENN YY FACTORFACTOR Enterprise Gamification: The Gen Y Factor How Businesses can use Gamification to Engage & Motivate Gen Y Employees and, in the Process, Benefit Everyone. The emergence of Generation Y, people born from the early eighties to mid-nineties, as a demographic force is driving dramatic change in education, technology, media, and most critically, at work. Gen Y makes up 25% of the workforce today, and their numbers are growing rapidly. These new entrants into the workforce expect even more from their work experience than their Gen X and Baby Boomer counterparts, making it imperative that businesses understand the unique characteristics of this group, and how to best engage and motivate them. In this white paper we’ll discuss the most salient characteristics of Gen Y for managers to be aware of, in particular their affinity for games and social media. We will also show how that knowledge can be used to design systems and processes that not only engage and motivate Gen Y, but also better engage all employees. Gen Y Employees Live Online Gen Yers are digital natives. They live and breathe online: play, school, and now work. They are accustomed to cutting edge technology & innovation at home, and expect the same quality of technology in the workplace. They have been playing video games— console, mobile, MMORPGs, social, and more—since childhood, and have thus been immersed in the language and metaphors of gaming their entire lives. In a recent 2011 study conducted by MTV, Gen Yers reported that a “game-like metaphor” applied to almost every aspect of their life. -
Bringing a 1-To-1 Program to Life a Handbook for Senior Secondary School Teachers
BRINGING A 1-TO-1 PROGRAM TO LIFE A HANDBOOK FOR SENIOR SECONDARY SCHOOL TEACHERS 1 © 2010 Microsoft Corporation. All rights reserved. Microsoft and the Microsoft logo, Partners Network logo, Windows, Windows Live, Windows Media, Azure, Bing, DreamSpark, Excel, Internet Explorer, Kodu, Mouse Mischief, OneNote, Photosynth, PowerPoint, Ribbon Hero, Silverlight, SkyDrive, Songsmith and Xbox 360, are trademarks of the Microsoft group of companies. The names of actual companies and products mentioned herein may be the trademarks of their respective owners. 14042-1210/MS 2 Bringing a 1-to-1 program to life – senior secondary Acknowledgements This series of three guide books is the result of Thank you to: a joint endeavour between Microsoft® Partners Victorian Department of Education and in Learning (PiL) and State Departments of Early Childhood Development Education from around Australia. Brooke McNamara, Lynn Davie, Alan Thwaites, Microsoft Partners in Learning is an initiative Leanne Compton, Kimberley Hall, Peter Bull and committed to helping teachers and school Russell Blackie. leaders connect, collaborate, create and share so Queensland Department of Education and that students can realise their greatest potential. Training These guides were developed following Laurie Campbell, Jane Carr, Laura Firth, Linda Pitt discussions on how governments partnering and Joseph Perkins with Microsoft could best support the Digital South Australia Department of Education Education Revolution. They aim to provide and Children’s Services teachers who are grappling with significant Peter Simmonds, Barbara Jenkins, Kay Clifford, Mike change brought about by the Digital Education Shaw and Tricia Millan. Revolution by providing curriculum ideas, examples, case studies and tips. Microsoft 1-to-1 learning can be challenging to traditional Jane Mackarell and Sean Tierney models of teaching and learning.