The Effects of Video Games on Creativity: a Systematic Review
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Escape Rooms for Learning
Abstracts of Papers Presented at the 12th International Conference on Game Based Learning ECGBL 2019 Hosted By University of Southern Denmark Odense, Denmark 3-4 October 2019 Copyright The Authors, 2019. All Rights Reserved. No reproduction, copy or transmission may be made without written permission from the individual authors. Review Process Papers submitted to this conference have been double-blind peer reviewed before final acceptance to the conference. Initially, abstracts were reviewed for relevance and accessibility and successful authors were invited to submit full papers. Many thanks to the reviewers who helped ensure the quality of all the submissions. Ethics and Publication Malpractice Policy ACPIL adheres to a strict ethics and publication malpractice policy for all publications – details of which can be found here: http://www.academic-conferences.org/policies/ethics-policy-for-publishing-in-the- conference-proceedings-of-academic-conferences-and-publishing-international-limited/ Conference Proceedings The Conference Proceedings is a book published with an ISBN and ISSN. The proceedings have been submitted to a number of accreditation, citation and indexing bodies including Thomson ISI Web of Science and Elsevier Scopus. Author affiliation details in these proceedings have been reproduced as supplied by the authors themselves. The Electronic version of the Conference Proceedings is available to download from DROPBOX https://tinyurl.com/ECGBL19 Select Download and then Direct Download to access the Pdf file. Free download is -
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Ski Nautique 200 - Closed Bow Ski Nautique 200 - Open Bow
2018 OWNERS MANUAL SKI NAUTIQUE 200 - CLOSED BOW SKI NAUTIQUE 200 - OPEN BOW Ski_Sport_200_front matter_2018.qxp_Nautique Ski front matter.qxd 7/13/17 2:52 PM Page i Dear Nautique Owner, Welcome to the Nautique Family! For over 90 years, Nautique has been dedicated to providing our customers and their families with the finest inboard boats available. It’s our passion to create the best performing boats in the industry. Boats that allow you to escape the routine of everyday life. Our customers don’t just own a Nautique, they live the Nautique life. Your boat has been built with the best material and workmanship available, a legacy handed down from our founder. Our wealth of experience gives us the edge in innovation, quality and performance. We have the most dedicated and loyal employees in the industry. Hands down. Every day, our employees do more than just punch a clock; they take personal pride in every boat that comes down the line. Review this Owner’s Manual for your boat. We have assembled this manual to inform you about your Nautique and educate you further on boating. Please pay particular attention to the safety statements labeled as DANGER, WARNING, CAUTION and NOTICE. These statements alert you to possible safety hazards to avoid so you can have a safer boating experience. There are also many tips and tricks on care and maintenance sprinkled throughout the manual. Boating is very important to us and we would like you to enjoy many years of boating in your Nautique. By purchasing a Nautique, you have taken the first step in trading your old lifestyle for a new one. -
Fortnite I Wake up Every Day Wondering If “There’S Going to Be a Surprise Addition That Day, Something People Don’T Know About Yet
Fortnite I wake up every day wondering if “there’s going to be a surprise addition that day, something people don’t know about yet. I’ve never felt that in a game before, never truly believed that “anything” could happen on an ongoing basis. Fortnite feels alive in a way that few other games do. —Patricia Hernandez for Kotaku If You Build It, They Will Come . There’s a lot to keep up with as a parent these days. As soon as you’ve become aware of the most recent internet trend, another one is sweeping youth culture and commanding their attention. One of the most recent of these fads is the online video game Fortnite: Battle Royale. Fortnite has a minimum of 45 million players and more than 3 million concurrent players. Popular among both kids and adults, the game earned $223 million in March and $296 million in April. If it continues to pull in that kind of money, it will surpass Call of Duty in annual revenue. The game’s creators have successfully targeted women as part of their audience: Almost half of Fortnite players are female. During the month of April, people streamed 128 million hours of Fortnite on Twitch, the primary online platform for watching people play video games (see our “Parent’s Guide to Twitch. tv” for more info). With around 7.7 million subscribers, the most popular Fortnite streamer on Twitch by far is Tyler Blevins, aka “Ninja,” who set a record in March for the most-viewed Twitch stream (over 600,000 viewers) when rapper Drake played the game with him, then broke that record in April with 667,000 views while playing Fortnite at an esports event. -
RCTW Digital Manual V2.Pdf
Table of Contents Game Introduction...........................................................................................................................................4 How to Get Started...........................................................................................................................................5 Saving and Loading.........................................................................................................................................6 Main Menu......................................................................................................................................................6 Game Controls.................................................................................................................................................7 Story Mode.....................................................................................................................................................10 Fame Events...................................................................................................................................................10 Building your Park.........................................................................................................................................11 Scenery.......................................................................................................................................11 Shop Systems.............................................................................................................................11 -
Video Games As Free Speech
The University of Maine DigitalCommons@UMaine Honors College 5-2014 Video Games as Free Speech Benjamin Cirrinone University of Maine - Main Follow this and additional works at: https://digitalcommons.library.umaine.edu/honors Part of the Political Theory Commons Recommended Citation Cirrinone, Benjamin, "Video Games as Free Speech" (2014). Honors College. 162. https://digitalcommons.library.umaine.edu/honors/162 This Honors Thesis is brought to you for free and open access by DigitalCommons@UMaine. It has been accepted for inclusion in Honors College by an authorized administrator of DigitalCommons@UMaine. For more information, please contact [email protected]. VIDEO GAMES AS FREE SPEECH by Benjamin S. Cirrinone A Thesis Submitted in Partial Fulfillment of the Requirements for a Degree with Honors (Political Science) The Honors College University of Maine May 2014 Advisory Committee: James E.Gallagher, Associate Professor of Sociology Emeritus & Honors Faculty Mark D. Brewer, Associate Professor of Political Science Richard J. Powell, Associate Professor, Department of Political Science/Leadership Studies Sol Goldman, Adjunct Assistant Professor of Political Science Mark Haggerty, Rezendes Professor for Civic Engagement, Honors College Copyright © 2014 Benjamin Cirrinone All rights reserved. This work shall not be reproduced in any form, except for the inclusion of brief quotations in review, without permission in written form from the author. Abstract The prevalence of video game violence remains a concern for members of the mass media as well as political actors, especially in light of recent shootings. However, many individuals who criticize the industry for influencing real-world violence have not played games extensively nor are they aware of the gaming community as a whole. -
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Single Player Orientation
Single Player Orientation Minecraft for mobile Singleplayer orientation This document is for teachers. New words and phrases Singleplayer mode is a way of playing Minecraft on one device. Pupils can only see themselves in the Minecraft world. Multiplayer mode can have up to five pupils working together over the local network. This makes collaboration an option. See the CCEA Multiplayer resource for more information. Game modes: Creative In creative mode, the only task you have is to build things. You will have access to all the resources in your inventory. Survival When you are in survival mode you must find food to survive and/or farm resources to craft and build items. If you die, you respawn and carry on. Adventure Adventure mode is a game mode intended for player-created maps, limiting some of the gameplay in Minecraft. In this mode, you cannot directly destroy any blocks with any tools or place any blocks, in order to avoid spoiling adventure maps. Approximate times are given for each step throughout the resource. 1 Single Player Orientation Learning outcomes When pupils have completed Activity: Singleplayer creative mode they will have: Created an avatar; Created a new world in singleplayer mode, named the world and set the game mode to creative; Explored the world in creative mode, using the inventory and hotbar; Created a small shelter in creative mode; Documented their build by taking a snapshot; and Helped fellow pupils through the steps, where appropriate. When pupils have completed Activity: Singleplayer survival mode they will have: Set the game mode to survival; Explored the world in survival mode; Completed a selection of Recipes in survival mode; Documented their crafting activities by taking a series of snapshots; and Helped fellow pupils through the steps, where appropriate. -
The Minecraft Session Table of Contents
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Creating a Board Game to Influence Student Retention and Success
ENROLLED: CREATING A BOARD GAME TO INFLUENCE STUDENT RETENTION AND SUCCESS by Andrew H. Peterson This dissertation is submitted in partial fulfillment of the requirements for the degree of Doctor of Education Ferris State University November 2018 © 2019 Andrew H. Peterson All Rights Reserved ENROLLED: CREATING A BOARD GAME TO INFLUENCE STUDENT RETENTION AND SUCCESS by Andrew H. Peterson Has been approved November 2018 APPROVED: Jonathan Truitt, PhD Committee Chair David Simkins, PhD Committee Member Paul Wright, PhD Committee Member Dissertation Committee ACCEPTED: Roberta C. Teahen, PhD, Director Community College Leadership Program ABSTRACT This dissertation documents the justification, creation, and refinement of a traditional board game to be used in first-year experience (freshman seminar) courses. The board game enRolled allows students to play college in a guided classroom environment. The game creates a low-stakes environment for students to be able to fail at college without risking time and money. Further, it is designed to give students a relatable topic to debate. By having a common experience, students can distance themselves from what their expectations of college are and deliberate on the tangible game they have played. The discussions that stem from this play and the modification of the game elements are designed to help the students take ownership over the experience. Having a game experience to discuss allows a student to objectively analyze their player’s path through the academic setting and debate realistic and perceived unrealistic challenges. Through these discussions, it is possible for students to engage with content while having little to no firsthand knowledge. It is the hope of this author that the creation of enRolled leads to a more engaging curriculum in first-year experience courses. -
RRT3 Manual Text.Qxd 9/26/2003 4:46 PM Page 2
Project1 12/13/2005 12:12 PM Page 1 When I hear the iron horse make the hills echo with his snort like thunder, shaking the earth with his feet, and breathing fire and smoke from his nostrils … it seems as if the earth had got a race now worthy to inhabit it." - Henry David Thoreau RRT3 manual text.qxd 9/26/2003 4:46 PM Page 2 TABLE OF CONTENTS CHAPTER 7: TRAINS . .42 SELECTING YOUR LOCOMOTIVE . .43 CHAPTER 1: GETTING STARTED . .4 LOCOMOTIVES . .48 ABOUT RAILROAD TYCOON 3 . .4 MANAGING AN EXISTING TRAIN . .52 NEW FEATURES . .5 Chapter 8: Companies and Players . .56 ABOUT THIS MANUAL . .7 COMPANY DETAILS PANEL . .57 SYSTEM REQUIREMENTS . .8 THE LEDGER . .59 INSTALLING RAILROAD TYCOON 3 . .9 COMPANY OVERVIEW . .60 UNINSTALLING RAILROAD TYCOON 3 . .9 COMPANY LIST . .61 STARTING RAILROAD TYCOON 3 . .10 PLAYER LIST . .62 CHAPTER 2: QUICK START . .10 GAME STATUS . .62 CHAPTER 3: THE MAIN MENU . .15 CHAPTER 9: THE STOCK MARKET . .63 SINGLE PLAYER OPTIONS . .16 STOCK BASICS . .63 NEW CAMPAIGN . .16 BUYING ON MARGIN . .64 LOAD CAMPAIGN . .17 SHORT SELLING . .65 NEW SCENARIO . .18 STOCK MARKET PANEL . .66 LOAD SCENARIO . .19 CHAPTER 10: CARGO ECONOMY . .69 NEW SANDBOX . .19 EXPRESS . .69 LOAD SANDBOX . .21 FREIGHT . .71 CHAPTER 4: INTERFACE AND CONTROLS . .21 FACTORIES . .76 THE MAIN INTERFACE . .21 CARGO CHART . .77 NAVIGATING THE MAP . .22 CHAPTER 11: MULTIPLAYER . .78 ADDITIONAL ACTION BUTTONS . .28 BEGINNING A MULTIPLAYER GAME . .78 CHAPTER 5: TRACK . .30 PLAYING THE GAME . .81 LAYING TRACK . .30 CHAPTER 12: MAP EDITOR . .82 OBSTACLES . .31 CREATING A NEW MAP .