Lessons from Game Studies to Enhance Gamification in Education
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Principles of Emergent Design in Online Games: Mermaids Phase 1 Prototype
Principles of Emergent Design in Online Games: Mermaids Phase 1 Prototype Celia Pearce* Calvin Ashmore† Emergent Game Group {EGG} Emergent Game Group {EGG} Georgia Institute of Technology Georgia Institute of Technology Abstract the key findings of the study was that the type of games that players are attracted to will create a foundation for the types of This paper outlines the first phase prototype of Mermaids, a emergent behavior they are likely to exhibit. Another was that the massively multiplayer online game (MMOG) being developed by properties of games themselves promote the honing of particular Georgia Tech’s Emergent Game Group {EGG}. We describe play styles and skills that will lead to emergent behavior. For Mermaids in the context of the group’s research mission, to instance, in Uru, exploration and puzzle-solving were develop specific games, techniques and design features that predominate play patterns at which players of Uru and previous promote large-scale emergent social behavior in multiplayer Myst games had developed considerable mastery. When this games. We also discuss some of the innovative design features of expertise migrated into other virtual worlds, it led to the the Mermaids game, and describe the rapid prototyping and emergence of particular types of exploration and questing patterns iterative development process that enabled us to create a working that were characteristic of Uru players. [Pearce 2006] prototype in a relatively short period of time on a zero budget project using a student-based development team. We also discuss The study identified a spectrum of MMOG and virtual world the special challenges encountered when trying to develop a types spanning from the “fixed synthetic world,” in which the nontraditional game, one of whose stated research goals is to world is entirely designed and built by the game’s developers and interrogate MMOG conventions, using a relatively conventional in which players have little influence on the world itself, to the game engine. -
Re-Branding a Nation Online: Discourses on Polish Nationalism and Patriotism
Re-Branding a Nation Online Re-Branding a Nation Online Discourses on Polish Nationalism and Patriotism Magdalena Kania-Lundholm Dissertation presented at Uppsala University to be publicly examined in Sal IX, Universitets- huset, Uppsala, Friday, October 26, 2012 at 10:15 for the degree of Doctor of Philosophy. The examination will be conducted in English. Abstract Kania-Lundholm, M. 2012. Re-Branding A Nation Online: Discourses on Polish Nationalism and Patriotism. Sociologiska institutionen. 258 pp. Uppsala. ISBN 978-91-506-2302-4. The aim of this dissertation is two-fold. First, the discussion seeks to understand the concepts of nationalism and patriotism and how they relate to one another. In respect to the more criti- cal literature concerning nationalism, it asks whether these two concepts are as different as is sometimes assumed. Furthermore, by problematizing nation-branding as an “updated” form of nationalism, it seeks to understand whether we are facing the possible emergence of a new type of nationalism. Second, the study endeavors to discursively analyze the ”bottom-up” processes of national reproduction and re-definition in an online, post-socialist context through an empirical examination of the online debate and polemic about the new Polish patriotism. The dissertation argues that approaching nationalism as a broad phenomenon and ideology which operates discursively is helpful for understanding patriotism as an element of the na- tionalist rhetoric that can be employed to study national unity, sameness, and difference. Emphasizing patriotism within the Central European context as neither an alternative to nor as a type of nationalism may make it possible to explain the popularity and continuous endur- ance of nationalism and of practices of national identification in different and changing con- texts. -
Portland State University Commencement 2020 Program
2020 Portland State University Commencement Sunday, June 14, 2020 Share the excitement of Commencement #2020PDXGRAD GET THE APP Download the PSU Mobile app to get instant access to commencement social feeds. my.pdx.edu TAKE A SELFIE We’re proud of you—fearless innovators, artists, leaders, thinkers and change makers. Share your fearless selfie—you did it! #PortlandState LINK UP Stay in touch with fellow grads. linkedin.com/company/portland-state-university RELIVE THE DAY Go to the PSU homepage after the ceremony for photos and video. pdx.edu 2 CONGRATULATIONS TO THE PSU CLASS OF 2020 Dear Members of the PSU Class of 2020, Commencement is the result of your hard work and dedication and the contributions of the family members, friends, mentors, and educators who supported you on your journey. Please take a moment to thank them. Members of the Class of 2020, you join a network of nearly 179,000 proud PSU alumni. I encourage you to take everything you have learned at PSU to improve the lives of others. I look forward to the day that your success stories will inspire future graduating classes. As you celebrate, please know how proud we are of you, your academic achievements, and your commitment to contributing to others. We hope you will stay in touch as members of our PSU family. Go Viks! Stephen Percy Interim President TABLE OF CONTENTS Portland State University .....................................................................2 School of Social Work ........................................................................ 78 History ...............................................................................................2 -
Using Video Game Design to Motivate Students
Using Video Game Design to Motivate Students Michael A. Evans, Brett D. Jones, and Sehmuz Akalin Because video games are so popular with young people, (Reiber, 2005) can be particularly useful in fostering in- formal science learning. researchers have explored ways to use game play to en- To add to the knowledge base, we studied how stu- dents used level-based video game development in an gage students in school subjects (Peppler & Kafai, 2007; out-of-school time (OST) setting to learn science con- tent. Building on prior efforts (Evans & Biedler, 2012; Rockwell & Kee, 2011; Small, 2011). Motivating students Evans, Norton, Chang, Deater-Deckard, & Balci, 2013; Evans, Pruett, Chang, & Nino, 2014), we explored how in science is especially important because of declines the project incorporated the video game to support learn- ers’ science motivation. This work with a commercial both in the number of young people who choose science careers and in the number of adults who have a sufficient MICHAEL A. EVANS is an associate professor in the Department of Teacher Education and Learning Sciences at NC State University. He grasp of science to make thoughtful decisions (Bell, Lew- researches the effects of video games and other popular digital me- dia on youth learning and engagement, with a focus on academic enstein, Shouse, & Feder, 2009). relevance. BRETT D. JONES is a professor in the Educational Psychology pro- gram in the School of Education at Virginia Tech. He researches stu- To counter these trends, informal science educators have dent motivation and examines strategies teachers can use to design adopted video games and simulations as teaching tools instruction to support students’ motivation and learning. -
Please Download Issue 1-2 2015 Here
B A L A scholarly journal and news magazine. April 2015. Vol. VIII:1–2. From TIC the Centre for Baltic and East European Studies (CBEES), Södertörn University. The story of Papusza, W a Polish Roma poet O RLDS A pril 2015. V ol. VIII BALTIC :1–2 WORLDSbalticworlds.com Special section Gender & post-Soviet discourses Special theme Voices on solidarity S pecial section: pecial Post- S oviet gender discourses. gender oviet Lost ideals, S pecial theme: pecial shaken V oices on solidarity solidarity on oices ground also in this issue Illustration: Karin Sunvisson RUS & MAGYARS / EsTONIA IN EXILE / DIPLOMACY DURING WWII / ANNA WALENTYNOWICZ / HIJAB FASHION Sponsored by the Foundation BALTIC for Baltic and East European Studies WORLDSbalticworlds.com in this issue editorial Times of disorientation he prefix “post-” in “post-Soviet” write in their introduction that “gender appears or “post-socialist Europe” indicates as a conjunction between the past and the pres- that there is a past from which one ent, where the established present seems not to seeks to depart. In this issue we will recognize the past, but at the same time eagerly Tdiscuss the more existential meaning of this re-enacts the past discourses of domination.” “departing”. What does it means to have all Another collection of shorter essays is con- that is rote, role, and rules — and seemingly nected to the concept of solidarity. Ludger self-evident — rejected and cast away? What Hagedorn has gathered together different Papusza. is it to lose the basis of your identity when the voices, all adding insights into the meaning of society of which you once were a part ceases solidarity. -
Ludology Vs. Narratology
ACTA UNIV. SAPIENTIAE, FILM AND MEDIA STUDIES, 9 (2014) 171–188 10.1515/ausfm-2015-0009 Intermediality between Games and Fiction: The “Ludology vs. Narratology” Debate in Computer Game Studies: A Response to Gonzalo Frasca Michalis Kokonis Aristotle University, Thessaloniki, Greece E-mail: [email protected] Abstract: In the last ten or fourteen years there has been a debate among the so called ludologists and narratologists in Computer Games Studies as to what is the best methodological approach for the academic study of electronic games. The aim of this paper is to propose a way out of the dilemma, suggesting that both ludology and narratology can be helpful methodologically. However, there is need for a wider theoretical perspective, that of semiotics, in which both approaches can be operative. The semiotic PERSPECTIVEPROPOSEDALLOWSRESEARCHINTHElELDTOFOCUSONTHESIMILARITIES between games and traditional narrative forms (since they share narrativity to a greater or lesser extent) as well as on their difference (they have different degrees of interaction); it will facilitate communication among theorists if we want to understand each other when talking about games and stories, and it will lead to a better understanding of the hybrid nature of the medium of game. In this sense the present paper aims to complement Gonzalo Frasca’s reconciliatory attempt made a few years back and expand on his proposal.1 Keywords: intermediality, ludology, narratology, semiotics, stories, computer games, gameplay, God-games. The rapid development of digital technologies and the widespread use of computers are signs of radical changes in life, especially in popular culture and entertainment. As a result of the spectacular growth of computer games in culture, a shift in entertainment patterns has been observed. -
Dancing Into the Chthulucene: Sensuous Ecological Activism In
Dancing into the Chthulucene: Sensuous Ecological Activism in the 21st Century Dissertation Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Kelly Perl Klein Graduate Program in Dance Studies The Ohio State University 2019 Dissertation Dr. Harmony Bench, Advisor Dr. Ann Cooper Albright Dr. Hannah Kosstrin Dr. Mytheli Sreenivas Copyrighted by Kelly Perl Klein 2019 2 Abstract This dissertation centers sensuous movement-based performance and practice as particularly powerful modes of activism toward sustainability and multi-species justice in the early decades of the 21st century. Proposing a model of “sensuous ecological activism,” the author elucidates the sensual components of feminist philosopher and biologist Donna Haraway’s (2016) concept of the Chthulucene, articulating how sensuous movement performance and practice interpellate Chthonic subjectivities. The dissertation explores the possibilities and limits of performances of vulnerability, experiences of interconnection, practices of sensitization, and embodied practices of radical inclusion as forms of activism in the context of contemporary neoliberal capitalism and competitive individualism. Two theatrical dance works and two communities of practice from India and the US are considered in relationship to neoliberal shifts in global economic policy that began in the late 1970s. The author analyzes the dance work The Dammed (2013) by the Darpana Academy for Performing Arts in Ahmedabad, -
Emergence, Elements, Examples, Evaluation
Emergence, Elements, Examples, Evaluation Martin J. Eppler & Andreas Schmeil University of St. Gallen (HSG) & University of Lugano (USI) Virtual = „approaching the actual without arriving there“ Boellstorff . (e.g. ‚she is virtually my sister‘) . There is a gap between the virtual and the actual World = large scale social context . in the sense of environment or space, but not only Virtual World : . Places, Sceneries . People & Events . Technologies/Artefacts MUDs (Multi-User Dungeons) . Text-based virtual worlds . Adventure, 1975, ARPANET MMOGs (Massively Multi-Player Online Games) . including MMORPGs (Role-Playing) . Ultima Online, 1997, [......], World of Warcraft, 2004 Web 2.0 . Content creation / User-generated content . Producer + Consumer= „Prosumer“ Second Life . Content creation . Media integration . Stability Problems All-round solution OpenSim . Open-source project, based on Second Life code . „Controllable“, extensible, progressing fast Active Worlds . Content creation . Video integration . „Controllable“ Corporate use Rapid Development OLIVE (Forterra) . Accurate physics . Whiteboarding, App Sharing, SameTime Integration . „~controllable“ Simulations Collaborative Work Qwaq Forums . Collaborative Document Editing . App Sharing in Development Document Collaboration Sun‘s Wonderland . Content creation, AppSharing . Video/PDF viewers, Whitebrd. „Controllable“, extensible Flexible (API) Very promising project There.com 3DXplorer Entropia Vastpark Kaneva MTV‘s worlds Twinity Playstation Home Protosphere Habbo web.alive HiPiHi Multiverse Gaia Club Penguin ......and many more... Immersion a) Sensory immersion: Virtual Reality (VR) b) Mentally/emotionally involved: Virtual Worlds (VW) Presence . Feeling of ‘being there’ . Measured mainly in VR so far Avatars . „I think of avatars as I think of musicians - why do we need them beyond their musical creations? (…and I do think we need them)” Kim Flintoff Current Research Place / Space . -
Sociology and Role‑Playing Games
This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. Sociology and role‑playing games Williams, James Patrick; Kirschner, David; Mizer, Nicholas; Deterding, Sebastian 2018 Williams, J. P., Kirschner, D., Mizer, N., & Deterding, S. (2018). Sociology and role‑playing games. In Zagal, J. P. & Deterding, S. (Eds.), Role‑Playing Game Studies (pp.227‑244). Transmedia Foundations. New York: Routledge. https://hdl.handle.net/10356/104799 © 2018 Routledge. All rights reserved. This paper was published in Role‑Playing Game Studies and is made available with permission of Routledge. Downloaded on 29 Sep 2021 11:56:15 SGT 12 Sociology and Role-Playing Games J. Patrick Williams; David Kirschner; Nicholas Mizer, Sebastian Deterding This is an Accepted Manuscript of a book chapter published by Routledge in Role-Playing Game Studies: Transmedia Foundations on April 4, 2018, available online: https://www.routledge.com/Role-Playing-Game-Studies-Transmedia- Foundations/Deterding-Zagal/p/book/9781138638907 Please cite as: Williams JP, Kirschner D, Mizer N, & Deterding S. (2018). “Sociology and Role-Playing Games.” In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: Transmedia Foundations. New York: Routledge [227-244]. " What is sociology, what do sociologists study and how do they study it? One of the largest professional organizations in the world, the American Sociological Association (n.d.), describes sociology as “a social science involving the study of the social lives of people, groups, and societies; the study of our behavior as social beings, covering everything from the analysis of short contacts between anonymous individuals on the street to the study of global social processes; [and] the scientific study of social aggregations, the entities through which humans move throughout their lives.” Sociology is concerned with most aspects of human social life. -
Digital Game Studies
MMC 6936-1E88 Digital Game Studies Course Info When: Monday 9:35am-12:35pm Where: Weimer Hall 3020 Instructor: Dr. Yu-Hao Lee E-mail: [email protected] Phone: (352)392-3951 Office hours: Monday 1:00pm-3:00pm or by appointment Office: 3051 Weimer Hall Course Objectives Games and play are fundamental to humans and many animal species. Through play, we learn to think, to solve problems, and to socialize with others. Digital games harness the affordances of human play and the computational capabilities of modern technology, to create designed experiences that motivate and engage players. Today, digital gaming is one of the fastest growing communication industries, surpassing the movie and music industry in terms of annual sales. Over 59% of American households play digital games. However, as a young technology, it has only recently became a field of serious study. This class will focus on the theories and applications of digital games for behavior change, also known as serious games or persuasive games. The focus is in understanding questions such as: Why do people play digital games? How can we make games more engaging? What are the theories that can be applied to designing and using games for behavior change? In this class, students will: Play a number of digital games that are designed for behavior change in the fields of education, health, corporate training, etc. Understand the principles of digital game motivations and engagement. Understand the theories that has been applied to digital games for behavior change. Analyze digital games using scientific methods. Readings There are no required textbooks for this class, all the readings will be posted on the Canvas course site (https://lss.at.ufl.edu) select “e-Learning in Canvas,” and log in using your Gatorlink ID Requirements Moderate discussions: You will work in groups to present the key concepts of each reading, background/theory, research questions/hypotheses, methods, results, conclusions. -
Copyright by Kaitlin Elizabeth Hilburn 2017
Copyright by Kaitlin Elizabeth Hilburn 2017 The Report Committee for Kaitlin Elizabeth Hilburn Certifies that this is the approved version of the following report: Transformative Gameplay Practices: Speedrunning through Hyrule APPROVED BY SUPERVISING COMMITTEE: Supervisor: Suzanne Scott Kathy Fuller-Seeley Transformative Gameplay Practices: Speedrunning through Hyrule by Kaitlin Elizabeth Hilburn, B.S. Comm Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin May 2017 Dedication Dedicated to my father, Ben Hilburn, the first gamer I ever watched. Abstract Transformative Gameplay Practices: Speedrunning Through Hyrule Kaitlin Elizabeth Hilburn, M.A. The University of Texas at Austin, 2017 Supervisor: Suzanne Scott The term “transformative” gets used in both fan studies and video game studies and gestures toward a creative productivity that goes beyond simply consuming a text. However, despite this shared term, game studies and fan studies remain fairly separate in their respective examination of fans and gamers, in part due to media differences between video games and more traditional media, like television. Bridging the gap between these two fields not only helps to better explain transformative gameplay, but also offers additional insights in how fans consume texts, often looking for new ways to experience the source text. This report examines the transformative gameplay practices found within video game fan communities and provides an overview of their development and spread. It looks at three facets of transformative gameplay, performance, mastery, and education, using the transformative gameplay practices around The Legend of Zelda: Ocarina of Time (1998) as a primary case study. -
3D Virtual Space of the Academic Secretariat
UNIVERSIDADE FEDERAL DE SANTA MARIA CENTRO DE EDUCAÇÃO PROGRAMA DE PÓS-GRADUAÇÃO EM TECNOLOGIAS EDUCACIONAIS EM REDE 3DVSAS: 3D VIRTUAL SPACE OF THE ACADEMIC SECRETARIAT DISSERTAÇÃO DE MESTRADO Josmar Nuernberg Santa Maria, RS, Brasil 2015 3DVSAS: 3D VIRTUAL SPACE OF THE ACADEMIC SECRETARIAT Josmar Nuernberg Dissertação apresentada ao Curso de Mestrado em Tecnologias Educacionais em Rede, Área de Concentração em Tecnologias Educacionais em Rede para Inovação e Democratização da Educação, da Universidade Federal de Santa Maria (UFSM, RS), como requisito parcial para obtenção do grau de Mestre em Tecnologias Educacionais em Rede Orientadora: Profa. Dra. Roseclea Duarte Medina Santa Maria, RS, Brasil 2015 Nuernberg, Josmar 3DVSAS: 3D Virtual Space of the Academic Secretariat / por Jos- mar Nuernberg. – 2015. 80 f.: il.; 30 cm. Orientadora: Roseclea Duarte Medina Dissertação (Mestrado) - Universidade Federal de Santa Maria, Centro de Educação, Programa de Pós-Graduação em Tecnologias Edu- cacionais em Rede, RS, 2015. 1. Mundos Virtuais. 2. OpenWonderland. 3. Secretaria Virtual. I. Medina, Roseclea Duarte. II. Título. cbna Esta obra está licenciado com uma Licença Creative Commons Atribuição-NãoComercial- CompartilhaIgual 3.0 Brasil. E-mail: [email protected] Universidade Federal de Santa Maria Centro de Educação Programa de Pós-Graduação em Tecnologias Educacionais em Rede A Comissão Examinadora, abaixo assinada, aprova a Dissertação de Mestrado 3DVSAS: 3D VIRTUAL SPACE OF THE ACADEMIC SECRETARIAT elaborada por Josmar Nuernberg como requisito parcial para obtenção do grau de Mestre em Tecnologias Educacionais em Rede COMISSÃO EXAMINADORA: Roseclea Duarte Medina, Dra. (Presidente/Orientadora) Giliane Bernardi, Dra. (UFSM) Gilse Antoninha Morgental Falkemback, Dra. (FAQI) Santa Maria, 20 de outubro de 2015.