Fun, Play and Games: What Makes Games Engaging?
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DVD/Video Game Entertainment System
DVD/Video Game Entertainment System Owner's Manual wireless input .mp3 RES R integrated SURROUND SOUND VIDEOGAMES s SATELLITE Table of Contents Getting Started ......................................................................................................................................................................................................................... 4 Switching On, Lowering and Adjusting the Screen, Finding the Remote Control Buttons You Need, Listening Over the Vehicle Speakers Introduction .............................................................................................................................................................................................................................. 6 Discs Played ............................................................................................................................................................................................................................ 7 Changing Display Settings, Using the Dome Lights ................................................................................................................................................................ 8 Using the Remote Control ........................................................................................................................................................................................................ 9 Basic Remote Control Buttons ............................................................................................................................................................................................. -
On-Screen Children's Stories: the Good, the Bad and the Ugly
1 On-Screen Children’s Stories: the Good, the Bad and the Ugly Zsofia K. Takacs Promoter: Prof. Dr. Adriana G. Bus Co-promoter: Prof. Dr. Joke M. Voogt 2 Table of Contents Chapter 1: General Introduction ............................................................................ 3 Chapter 2: Affordances and Limitations of Electronic Storybooks for Young Children’s Emergent Literacy ............................................................................... 15 Chapter 3: Benefits and Pitfalls of Multimedia and Interactive Features in Technology-Enhanced Storybooks: A Meta-Analysis ........................................... 63 Chapter 4: Can the Computer Replace the Adult for Storybook Reading? A Meta- Analysis on the Effects of Multimedia Stories as Compared to Sharing Print Stories with an Adult ....................................................................................................... 119 Chapter 5: The Benefits of Motion in Animated Storybooks for Children’s Comprehension. An Eye-tracking Study ............................................................. 157 Chapter 6: General Discussion ........................................................................... 189 Appendix ............................................................................................................ 198 3 Chapter 1 General Introduction 4 Narrative stories like picture storybooks have an important role in the lives of young children, they are a source of cognitive, social and emotional development. Stories support language development -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Stock Market Game DECA Competition
KNOWLEDGE AND SKILLS DEVELOPED Participants will demonstrate knowledge and skills needed STOCK MARKET GAME to address the components of the project as described in the STOCK MARKET GAME SMG content outline and evaluation forms. Participants in the SIFMA Foundation Stock Market Game develop and manage a virtual investment Participants will also develop portfolio of stocks, bonds, and mutual funds. The Stock Market Game is conducted via the internet many 21st Century Skills, in the and allows DECA members to test their knowledge and skills against other DECA members in an online following categories, desired competition. Each participating team manages all aspects of the portfolio including asset selection, buying by today’s employers: and selling. The goal of the competition is to increase the value of the portfolio. • Communication and During the course of the Stock Market Game, participants will: Collaboration • develop investment strategies based on expectations of growth, diversification and stability • attempt to avoid the pitfalls of market decline, mergers and overextension • Creativity and Innovation • Critical Thinking and EVENT OVERVIEW Problem Solving It is the responsibility of the advisor and participating teams to familiarize themselves with the Rules of The • Flexibility and Adaptability Stock Market Game. Rules are accessible through a link on the home pages of the team portfolio and in the Teacher Support Center. • Information Literacy In addition to the general rules of the Stock Market Game, DECA advisors and their teams should be aware of • Initiative and Self-direction the following: • Leadership and • This event consists of a written document describing the investment project and the oral presentation. -
Introducing the Game Design Matrix: a Step-By-Step Process for Creating Serious Games
Air Force Institute of Technology AFIT Scholar Theses and Dissertations Student Graduate Works 3-2020 Introducing the Game Design Matrix: A Step-by-Step Process for Creating Serious Games Aaron J. Pendleton Follow this and additional works at: https://scholar.afit.edu/etd Part of the Educational Assessment, Evaluation, and Research Commons, Game Design Commons, and the Instructional Media Design Commons Recommended Citation Pendleton, Aaron J., "Introducing the Game Design Matrix: A Step-by-Step Process for Creating Serious Games" (2020). Theses and Dissertations. 4347. https://scholar.afit.edu/etd/4347 This Thesis is brought to you for free and open access by the Student Graduate Works at AFIT Scholar. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of AFIT Scholar. For more information, please contact [email protected]. INTRODUCING THE GAME DESIGN MATRIX: A STEP-BY-STEP PROCESS FOR CREATING SERIOUS GAMES THESIS Aaron J. Pendleton, Captain, USAF AFIT-ENG-MS-20-M-054 DEPARTMENT OF THE AIR FORCE AIR UNIVERSITY AIR FORCE INSTITUTE OF TECHNOLOGY Wright-Patterson Air Force Base, Ohio DISTRIBUTION STATEMENT A APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. The views expressed in this document are those of the author and do not reflect the official policy or position of the United States Air Force, the United States Department of Defense or the United States Government. This material is declared a work of the U.S. Government and is not subject to copyright protection in the United States. AFIT-ENG-MS-20-M-054 INTRODUCING THE GAME DESIGN MATRIX: A STEP-BY-STEP PROCESS FOR CREATING LEARNING OBJECTIVE BASED SERIOUS GAMES THESIS Presented to the Faculty Department of Electrical and Computer Engineering Graduate School of Engineering and Management Air Force Institute of Technology Air University Air Education and Training Command in Partial Fulfillment of the Requirements for the Degree of Master of Science in Cyberspace Operations Aaron J. -
Mutant Standard PUA Encoding Reference 0.3.1 (October 2018)
Mutant Standard PUA Encoding Reference 0.3.1 (October 2018) Mutant Standard’s PUA codepoints start at block 16 in Plane 10 Codepoint that Codepoint that New codepoint has existed has been given (SPUA-B) - U+1016xx, and will continue into the next blocks (1017xx, This document is licensed under a Creative Commons before this wording changes version this version 1018xx, etc.) if necessary. Attribution-ShareAlike 4.0 International License. Every Mutant Standard PUA encoding automatically assumes full- The data contained this document (ie. encodings, emoji descriptions) however, can be used in whatever way you colour emoji representations, so Visibility Selector 16 (U+FE0F) is like. not appropriate or necessary for any of these. Comments 0 1 2 3 4 5 6 7 8 9 A B C D E F Shared CMs 1 1016 0 Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier R1 (dark red) R2 (red) R3 (light red) D1 (dark red- D2 (red-orange) D3 (light red- O1 (dark O2 (orange) O3 (light Y1 (dark yellow) Y2 (yellow) Y3 (light L1 (dark lime) L2 (lime) L3 (light lime) G1 (dark green) orange) orange) orange) orange) yellow) Shared CMs 2 1016 1 Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier Color Modifier G2 (green) G3 (light green) T1 (dark teal) T2 (teal) -
Edutainment Case Study
What in the World Happened to Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned Carly Shuler The Joan Ganz Cooney Center at Sesame Workshop Fall 2012 1 © The Joan Ganz Cooney Center 2012. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to harness digital media teChnologies to advanCe Children’s learning. The Center supports aCtion researCh, enCourages partnerships to ConneCt Child development experts and educators with interactive media and teChnology leaders, and mobilizes publiC and private investment in promising and proven new media teChnologies for Children. For more information, visit www.joanganzCooneyCenter.org. The Joan Ganz Cooney Center has a deep Commitment toward dissemination of useful and timely researCh. Working Closely with our Cooney Fellows, national advisors, media sCholars, and praCtitioners, the Center publishes industry, poliCy, and researCh briefs examining key issues in the field of digital media and learning. No part of this publiCation may be reproduCed or transmitted in any form or by any means, eleCtroniC or meChaniCal, inCluding photoCopy, or any information storage and retrieval system, without permission from the Joan Ganz Cooney Center at Sesame Workshop. For permission to reproduCe exCerpts from this report, please ContaCt: Attn: PubliCations Department, The Joan Ganz Cooney Center at Sesame Workshop One Lincoln Plaza New York, NY 10023 p: 212 595 3456 f: 212 875 7308 [email protected] Suggested Citation: Shuler, C. (2012). Where in the World is Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned. New York: The Joan Ganz Cooney Center at Sesame Workshop. -
Competition Versus Cooperation: the Sociological Uses of Musical Chairs*
NOTES THE CHAIRS GAME- COMPETITION VERSUS COOPERATION: THE SOCIOLOGICAL USES OF MUSICAL CHAIRS* SUSANR. TAKATA Universityof Wisconsin,Parkside MY TEACHINGAPPROACH is not traditional techniques to use in my classes, I acciden- "lectures-and-quietly-take-notes"where stu- tally came across one in Robert Fulghum's dents are the passive recipients of knowl- Maybe (MaybeNot): Second Thoughtsfrom edge. In recent years, I have become in- a Secret Life (1993:117-21). As an ice- creasingly interested in active student- breaker in his high school philosophy involved, process-based learning. Yvone classes, he presented two versions of musi- Lenard reminds us that "Learningis messy. cal chairs. The first version is the one we Performance is neat,"' which reflects the are all familiar with, but the second version initial struggles that occur when studentsare has one rule change that demonstrates the problem solving or grasping a new sociolog- value of cooperation. I use the same ap- ical concept. Founded on the principles of proach as Fulghum, which emphasizes com- cooperative learning (Johnson, Johnson, and petition versus cooperation, but I have ex- Holubec 1991), the taxonomy of learning panded the focus of this teaching technique (Bloom 1956), divergent production to include the application of a variety of (Guilford 1967), and affect (Hall 1959), the sociological concepts. The Chairs Game is Chairs Game demonstrates how students an excellent active learning tool, which be- learn about competition versus cooperation comes the focus of class discussions as well as a variety of sociological concepts throughoutthe semester. This technique ap- and theories. This process does not occur plies to a wide variety of courses within neatly or in a straight line progression. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Of Dice and Men the Role of Dice in Board and Table Games
Homo Ludens 1/(2) (2010) Homo Ludens Of Dice and Men The role of dice in board and table games Jens Jahnke, Britta Stöckmann Kiel, Germany Uniwersytet im. Adama Mickiewicza w Poznaniu When it comes to games, dice belong to the oldest playthings or gambling instruments men have used to pass their time and/or make some money, and it is striking that still today it is hard to imagine the realm of board and table games1 without them. Dominions fell, Caesars were overthrown, however, the die is still rolling – but is it also still ruling? Trying to answer this question, we approach the topic from two angles, analysing !rst the historical and then the current situation. In the !rst part the authors would like to give a quick retrospection into the history of the die to highlight a few outstanding facts about dice and gambling in their sociocultural context. "e second part then will discuss the cur- rent situation on the German board game market from a more technical and functional point of view: how dice are being integrated into board and table games, and how the out- come is being received. To narrow down the !eld we will concentrate on this speci!c range and leave out dice in casino games as well as in RPGs. "e focus on German board games is due to the fact that they constitute one of the biggest board game markets worldwide and therefore provides a lot of material for the analysis, which at the same time does not exclude games from other countries. -
Integrating Formal Verification Into an Advanced Computer Architecture Course
Session 1532 Integrating Formal Verification into an Advanced Computer Architecture Course Miroslav N. Velev [email protected] School of Electrical and Computer Engineering Georgia Institute of Technology, Atlanta, GA 30332, U.S.A. Abstract. The paper presents a sequence of three projects on design and formal verification of pipelined and superscalar processors. The projects were integrated—by means of lectures and pre- paratory homework exercises—into an existing advanced computer architecture course taught to both undergraduate and graduate students in a way that required them to have no prior knowledge of formal methods. The first project was on design and formal verification of a 5-stage pipelined DLX processor, implementing the six basic instruction types—register-register-ALU, register- immediate-ALU, store, load, jump, and branch. The second project was on extending the processor from project one with ALU exceptions, a return-from-exception instruction, and branch prediction; each of the resulting models was formally verified. The third project was on design and formal ver- ification of a dual-issue superscalar version of the DLX from project one. The preparatory home- work problems included an exercise on design and formal verification of a staggered ALU, pipelined in the style of the integer ALUs in the Intel Pentium 4. The processors were described in the high-level hardware description language AbsHDL that allows the students to ignore the bit widths of word-level values and the internal implementations of functional units and memories, while focusing entirely on the logic that controls the pipelined or superscalar execution. The formal verification tool flow included the term-level symbolic simulator TLSim, the decision procedure EVC, and an efficient SAT-checker; this tool flow—combined with the same abstraction techniques for defining processors with exceptions and branch prediction, as used in the projects—was applied at Motorola to formally verify a model of the M•CORE processor, and detected bugs. -
IBM Gekko RISC Microprocessor User's Manual
IBM Gekko RISC Microprocessor User’s Manual Version 1.2 May 25, 2000 IBM Confidential Trademarks The following are trademarks of International Business Machines Corporation in the United States, or other countries, or both: IBM IBM Logo PowerPC AIX PowerPC 750 Gekko Other company, product, and service names may be trademarks or service marks of others. Document History Date Description Preliminary Edition 3/29/00 Initial release of new format 2nd Preliminary Edition 4/18/00 Minor changes, most are transparent to user (removal of conditional text, etc.) 3rd Preliminary Edition 5/25/00 Minor change in section 4.5.6 This unpublished document is the preliminary edition of IBM Gekko RISC Microprocessor User’s Manual. This document contains information on a new product under development by IBM. IBM reserves the right to change or discontinue this product without notice. © 2000 International Business Machines Corporation . All rights reserved. CONTENTS Chapter 1 Gekko Overview 1.1—Gekko Microprocessor Overview - - - - - - - - - - - - - - - - - - - - - - - 1-1 1.2—Gekko Microprocessor Features - - - - - - - - - - - - - - - - - - - - - - - - 1-4 1.2.1—Overview of Gekko Microprocessor Features - - - - - - - - - 1-4 1.2.2—Instruction Flow - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1-6 1.2.2.1—Instruction Queue and Dispatch Unit - - - - - - - - 1-7 1.2.2.2—Branch Processing Unit (BPU) - - - - - - - - - - - - 1-7 1.2.2.3—Completion Unit - - - - - - - - - - - - - - - - - - - - - - 1-8 1.2.2.4—Independent Execution Units- - - - - - - -