Roanoke Postmortem
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Exploring Participation and Play in Higher Education Jj
TOTAL PLAY! EXPLORING PARTICIPATION AND PLAY IN HIGHER EDUCATION J J LEAN PhD 2019 TOTAL PLAY! EXPLORING PARTICIPATION AND PLAY IN HIGHER EDUCATION JOHN JAMES LEAN A thesis submitted in partial fulfilment of the requirements of Manchester Metropolitan University for the degree of Doctor of Philosophy Education and Social Research Institute Manchester Metropolitan University 2019 Abstract This thesis connects the concepts of participation and play in higher education (HE), both of which are familiar themes in education literature. The former is typically seen as a ‘problem’ to be solved (i.e. widening participation), and the latter as a potential ‘solution’ (i.e. games-based learning). I challenge this conception by arguing that the logic of problems and solutions is a symptom of a flawed neoliberal discourse that overlooks much of what happens in universities. Education is often treated as a game, and this metaphor can be developed further by asking how participants actually play it. To do this, I conceptualise play and participation as situated social processes that must be understood in qualitative terms rather than on the basis of impact or results. Using a novel model of the ‘magic circle’ drawn from Huizinga (1949) and Lave and Wenger (1991), and a playful pragmatist methodology influenced by Dewey (1929), I explore the question of how play and participation can influence each other to transform HE. My research data comes from my work with a typical ‘widening participation’ cohort on a foundation degree in Education Studies. Twelve students took part in ten group interviews on the topics of play and educational participation, and I engaged in critical reflective teaching and research practice as I designed playful learning activities for a cohort of eighty students, producing field notes from observations and a reflective teaching journal. -
A Legacy Game for Project Management in Software Engineering Courses
A Legacy Game for Project Management in Software Engineering Courses Jefferson Seide Molléri, Javier Gonzalez-Huerta, Kennet Henningsson Software Engineering Research Lab Sweden, Blekinge Institute of Technology Karlskrona, Sweden {jefferson.molleri,javier.gonzalez.huerta,kennet.henningsson}@bth.se ABSTRACT 1 INTRODUCTION Background: Software project management courses are becoming Project management courses (PMC) are intended to provide stu- popular for teaching software engineering process models and dents with a dynamic environment that mirror the real-world chal- methods. However, in order to be effective, this approach should be lenges [5]. This problem-based learning (PBL) approach is sup- properly aligned to the learning outcomes. Common misalignments ported by the constructivist theories for knowledge acquisition and are caused by using a correct degree of realism or an appropriate student-focused approach to teaching [10, 14]. instruction level. A common issue related with the PMC approach is how to find Objective: To foster students to acquire knowledge (theoretical a balance between the level of realism and the relevance of the and practical) that enables them solving similar challenges to the contents students will learn [5, 10]. Another issue is whether the ones they will face in real-world software projects. students receive the appropriate guidance for problem-solving [14]. Methods: We prototype and validate a legacy game that simulates From our experiences in previous project courses, we would the software development process. Students are required to plan and also add another risk: which is that students are more focused on manage a software project according to its specification provided the technical challenges of the project tasks [5]. -
Matt Leacock Is a Genius
Jamey Stegmaier “The real work in designing a game is what follows that frst prototype.” What is the game (or games) you’ve recommended most to fedgling game designers, and why? I can think of many games that fall into this category, but one that I see people mention the most in my game design videos is Concordia. It has such an elegant mix of clever mechanisms de- spite a really short rulebook that I think it’s worth the time of any designer to play. On a more meta level, I’d encourage any designer to play games outside of their wheelhouse. If you play and design Euro games, for example, try to play a party game (e.g., Telestra- tions), a thematic game (e.g., Star Wars Rebellion), and a dexteri- ty game (e.g., Flip Ships). You’ll learn a ton by fnding the fun and cleverness in games that are distinctly diferent than what you usually play and design. What purchase of $50 or less has most positively impacted your game designing in the last year? This is a ridiculous answer and probably not all that helpful, but I bought a Slice box opener for about $10, and it’s amazing! As a pub- lisher, I get a lot of sample packag- es from China, and it’s brutal on my hands to try to open them with scissors. One other tool I’ll men- Scythe tion that I didn’t buy in the last year Charterstone but is one of the best sub-$50 pur- chases I’ve ever made is a mobile Viticulture app called Captio. -
The Only Game in Town V4
This Tuesday, It’s the Only Game in Town #gamers4her Sunday, November 6, 2016 (updated Tuesday, November 8, 2016) We, the 378 people signing this letter, make many of the games and puzzles you play. As game creators, we call on game players all across this great nation to make the best move on Tuesday: voting for Hillary Clinton. Today there are more great games around than ever before, so we know you have options, but this Tuesday we need everyone to join in on the finals of the presidential tournament. Whether you’re a dice chucker, a card slinger, a meeple monger, a puzzle solver, a button masher, or a keyboard clicker, we need you in the game. Let's take a look at the players. Hillary Clinton is the aunt who bought you your first box of Dungeons & Dragons because she heard it promoted literacy and problem solving skills. She’d rather be a healer, but she’ll be the tank when she needs to. She knows that characters of any race or gender should qualify equally for any class, without level limits or ability score penalties. She counts the pieces before you start assembling the jigsaw puzzle. She settled Catan before anyone else thought it was a good idea. She likes co-op games because she knows we’re stronger together. Donald Trump is the disruptive sort of player that no one wants at their game table. He tries to take your turn for you in Pandemic Legacy. He solves crosswords incorrectly in pen—in your copy of the magazine. -
Episode 06: Cognitive Gamer Cognalysis: Pandemic
Episode 06: Cognitive Gamer Cognalysis: Pandemic Show Notes I consider the popular board game Pandemic from a number of different angles. What makes it an interesting game, cognitively speaking? I touch on decision making, attention, cooperation, and also the Legacy and iPad versions. Game References Burgle Bros, Mechs and Minions, Pandemic, Pandemic Legacy Research References Daviau, R. & Leacock, M. (2017), The Making of ‘Pandemic Legacy,’ GDC 2017. Schank, R. C. (1995). Tell Me a Story: Narrative and Intelligence. Evanston, IL: Northwestern University Press Sherif, M. (1961). Intergroup Conflict and Cooperation: The Robbers Cave Experiment. Toronto: York University. Treisman, A. M., & Gelade, G. (1980). A feature-integration theory of attention. Cognitive Psychology, 12, 97-136. Transcript Hello! This is Episode 6 of the Cognitive Gamer podcast. I am your host, Steve Blessing. This is going to be slightly different than the previous episodes. In those, I took a topic from psychology, and chose games to illustrate the points I was making. In a Cognitive Gamer Cognalysis, this whole podcast will be about one game, and we’ll explore it from many different angles. These won’t be reviews; assume that I like the game, or else I wouldn’t devote a whole podcast to it! Rather, this will be a discussion of what makes the game interesting, from a psychological perspective. For my first cognalysis, I am going to talk about the board game Pandemic, designed by Matt Leacock. This is a cooperative board game, in which the players are trying to cure four different diseases that are ravaging the Earth before any of the lose game conditions come up, like too many outbreaks of diseases or no more player cards to be drawn. -
The Games Journal
ISSUE 489 - FEBRUARY 2016 ISSN 0257-361X Volume 40 THE GAMES JOURNAL WWW.GAMESJOURNAL.AT SPECIAL ISSUE NUREMBERG: 659 NEW GAMES BY 332 DESIGNERS FROM 124 PUBLISHERS OUR REPORT u IMPRESSIONS FROM NUREMBERG 2016 EDITOR-IN-CHIEF DAGMAR DE CASSAN REPORTS ON THE 66th TOY FAIR NUREMBERG THE GAMES FROM NUREMBERG 2016 This circuit of the halls at the International Toy fair is an appraisal of the new releases! Report on the 67. International Toy Fair - into a fully-fledged scooter with just a few Spielwarenmesse Nürnberg by Dagmar de adjustments. It can be easily converted in Cassan, assisted by Ferdinand de Cassan, keeping with the child’s age and abilities, Maria Schranz and Walter Schranz helping to develop their motor skills. The The allocation of halls according to product jury was not only impressed by the design, groups remained unchanged; there were but also how simply the product could be quite a few first-time exhibitors in Halls adjusted for the various stages, its high- 10.0 and 10.1, some of them with opulent quality finish and its value for money. booths. Trends Gallery and NEC were again to be found in Hall 3A. Publishers are listed alphabetically, and as usual I have not mentioned standard games like Lotto, Memo, and Domino unless they merit a special note. This also goes for new versions of educational games or series of The winners of Toy Award 2016 were games, etc. presented again at the eve of the Toy Fair, Company brands and small publishers again chosen in four categories. -
University of Huddersfield Repository
University of Huddersfield Repository Peaker, Katie Fair-Play: How Women Experience Sexism within Board Gaming Spaces Original Citation Peaker, Katie (2019) Fair-Play: How Women Experience Sexism within Board Gaming Spaces. Masters thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/34912/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Fair-Play: How Women Experience Sexism within Board Gaming Spaces By Katie Peaker, U1256795 A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of MA by Research in Communication, Culture and Media Studies. The University of Huddersfield September 2018 Copyright Disclosure i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes. -
Seafall Available Fall 2016!
SeaFall Available Fall 2016! Stock #: PHG13000 UPC: 681706130002 Box dimensions: 394 x 304 x 77mm Weight: N/A Casepack: 4 Time to play: 90-120 minutes Complexity: Ages 14 and up 3-5 Number of players: Adventure Awaits on the High Seas! Designer: Rob Daviau Adventure awaits on the high seas! The world is emerging from a dark age where history and knowledge were lost. The great provinces have Contents: just begun reestablishing seafaring technology. Wealth and fame await • 1 Game board leaders who are cunning and brave. Explore the coastal islands. Discover lost civilizations. Sail the open sea in search of new lands. Uncover long • 1 Rulebook buried secrets. Sail until the sea falls off the edge of the world! • 1 Captain’s Book SeaFall is a ‘Legacy’ board game designed by board game industry 20 Advisor Cards • veteran Rob Daviau. A Legacy game is a concept developed by Rob. • 5 Title Cards The idea behind a Legacy game is that the game ‘remembers’. • 10 Leader Cards As players play a Legacy game, the game board changes, cards are • 6 Event Cards modified and sealed packs are opened revealing twists and turns in • 5 Player Aid Cards an epic storyline. Players will watch as their actions have permanent • 4 Sticker Cards effects on the game world. • 9 Milestone Cards SeaFall is the third Legacy game designed by Rob Daviau. It was • 20 Damage Cards preceded by Risk Legacy and Pandemic Legacy Season 1. Both were important and very successful games that sent ripples through the • 8 Treasure Cards board game community for their innovation and scope.