1,036 research outputs found

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Influence of Learner Factors on Soldier Attitude Toward Army Serious Gaming

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    This study determined the influence of the learner factors on Soldier attitudes toward the use of serious gaming for U.S. Army training and leader development. It extended Selwyn\u27s work (Selwyn, 1997a, 1997b, 2003, 2004, 2006, 2013; Selwyn, Gorard, Furlong, & Madden, 2003) identifying or measuring attitude toward using a technology and Bonanno and Kommers (2008) work extending Selwyn\u27s work to measure the influence of learner factors on those attitude components toward the use of Army serious gaming for instructional purposes. The population studied was 709 Active duty U.S. Army Soldiers. This quantitative non-experimental descriptive research design methodology used a 21-item instrument derived from items created and validated by Selwyn and other researchers and modified by Bonanno and Kommers (2008). The revised instrument corrected Bonanno and Kommers items that combined two or more attitudinal objects in a single question that might have resulted in a response bias. It used terms familiar to the population to define more precisely their attitude toward Army Serious Gaming (ASG). This study found no statistically significant difference between active duty U.S. Army Soldiers in their general attitude toward Army Serious Gaming (ASG) based on their gender, age or military class. This study found statistically significant differences in their general attitude toward ASG between active duty U.S. Army Soldiers based on their education level and perceived gaming competence. Statistically significant differences between active duty U.S. Army Soldiers within specific affective, perceived control, perceived usefulness, and behavioral attitude constructs toward ASG are discussed

    A Pilot Program in World Geography Using Modern Educational Methods and Techniques

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    It was the purpose of this study to compare the difference in achievement of students in a multi-instructional method approach to the achievement of a similar group of students in a traditional classroom instructional approach

    Wireless innovation for smart independent living

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    Pitt Momentum Fund 2020 Overview

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    In the 2019–2020 academic year, Provost and Senior Vice Chancellor Ann E. Cudd and Senior Vice Chancellor for Research (SVCR) Rob A. Rutenbar have collaborated to enhance and streamline internal funding opportunities for faculty research while continuing to support high-quality research, scholarship, and creative endeavors. The result is a jointly funded large-scale research development fund—the Pitt Momentum Funds—which restructures the University’s suite of internal funding programs (Central Research Development Fund, Social Science Research Initiative, and Special initiative to Promote Scholarly Activities in the Humanities) and adds a new SVCR/Provost Fund to provide allocations for research seeding, teaming, and scaling grants. The new 920,000annualfundingmodelprovideslarge−scale,transformativescholarshipsupportforinterdisciplinaryteamsoffacultyfromatleastthreeschoolswithtwonewone−yearplanning(or“teaming”)grantsof920,000 annual funding model provides large-scale, transformative scholarship support for interdisciplinary teams of faculty from at least three schools with two new one-year planning (or “teaming”) grants of 60,000, and two new two-year scaling grants at 400,000.Thisnewsuiteoffunds—whichisnewfundinganddoesnotreduceoverallfunding—willhelpadvancePitt’sgoaltoengageinresearchofimpact.Thenewstructureforawardsincludesthreetiers:SeedingGrants—one−yeartermwithanawardcapof400,000. This new suite of funds—which is new funding and does not reduce overall funding—will help advance Pitt’s goal to engage in research of impact. The new structure for awards includes three tiers: Seeding Grants—one-year term with an award cap of 16,000 plus (2,000 supplements are available for specific cases); awards are made in four tracks: STEM Health & Life Science Arts & Humanities Social Sciences, which includes business, policy, law, education, and social work Preventing Sexual Misconduct** (All faculty, including School of Medicine, are eligible to apply to this track) Seeding grants support significant and innovative scholarship by individual or groups of faculty at all ranks at the University of Pittsburgh, with a particular focus on early career faculty and areas where external funding is extremely limited. Teaming Grants—one-year term with an award cap of 60,000. Teaming grants support the formation of new multi-disciplinary collaborations to successfully pursue large-scale external funding. Scaling Grants—two-year term with an award cap of $400,000. Scaling grants enable multi-disciplinary teams to competitively scale their research efforts in targeted pursuit of large-scale external funding. More information on eligibility, application processes, evaluation criteria, exclusions, and participation requirements is available through Pitt’s Office of Sponsored Programs. The application can be accessed at the Competition Space

    Annual Report Of Research and Creative Productions by Faculty and Staff, January to December, 2012

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    Annual Report Of Research and Creative Productions by Faculty and Staff from January to December, 2012

    SusTrainable: Promoting Sustainability as a Fundamental Driver in Software Development Training and Education. 2nd Teacher Training, January 23-27, 2023, Pula, Croatia. Revised lecture notes

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    This volume exhibits the revised lecture notes of the 2nd teacher training organized as part of the project Promoting Sustainability as a Fundamental Driver in Software Development Training and Education, held at the Juraj Dobrila University of Pula, Croatia, in the week January 23-27, 2023. It is the Erasmus+ project No. 2020-1-PT01-KA203-078646 - Sustrainable. More details can be found at the project web site https://sustrainable.github.io/ One of the most important contributions of the project are two summer schools. The 2nd SusTrainable Summer School (SusTrainable - 23) will be organized at the University of Coimbra, Portugal, in the week July 10-14, 2023. The summer school will consist of lectures and practical work for master and PhD students in computing science and closely related fields. There will be contributions from Babe\c{s}-Bolyai University, E\"{o}tv\"{o}s Lor\'{a}nd University, Juraj Dobrila University of Pula, Radboud University Nijmegen, Roskilde University, Technical University of Ko\v{s}ice, University of Amsterdam, University of Coimbra, University of Minho, University of Plovdiv, University of Porto, University of Rijeka. To prepare and streamline the summer school, the consortium organized a teacher training in Pula, Croatia. This was an event of five full days, organized by Tihana Galinac Grbac and Neven Grbac. The Juraj Dobrila University of Pula is very concerned with the sustainability issues. The education, research and management are conducted with sustainability goals in mind. The contributions in the proceedings were reviewed and provide a good overview of the range of topics that will be covered at the summer school. The papers in the proceedings, as well as the very constructive and cooperative teacher training, guarantee the highest quality and beneficial summer school for all participants.Comment: 85 pages, 8 figures, 3 code listings and 1 table; editors: Tihana Galinac Grbac, Csaba Szab\'{o}, Jo\~{a}o Paulo Fernande

    Analyzing Interaction Patterns to Verify a Simulation/Game Model

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    Thesis (Ph.D.) - Indiana University, School of Education, 2012In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and adversely affect learning and transfer. Numerous methods for verifying the accuracy of a computational model exist, but it is generally accepted that no single method is adequate and that multiple methods should be used. The purpose of this study was to propose and test a new method for collecting and analyzing users' interaction data (e.g., choices made, actions taken, results and feedback obtained) to provide quantified evidence that the underlying computational model of a simulation/game represents the conceptual model with sufficient accuracy. In this study, analysis of patterns in time (APT) was used to compare gameplay results from the Diffusion Simulation Game (DSG) with predictions based on diffusion of innovations theory (DOI). A program was written to automatically play the DSG by analyzing the game state during each turn, seeking patterns of game component attributes that matched optimal strategies based on DOI theory. When the use of optimal strategies did not result in the desired number of successful games, here defined as the threshold of confidence for model verification, further investigation revealed flaws in the computational model. These flaws were incrementally corrected and subsequent gameplay results were analyzed until the threshold of confidence was achieved. In addition to analysis of patterns in time for model verification (APTMV), other verification methods used included code walkthrough, execution tracing, desk checking, syntax checking, and statistical analysis. The APTMV method was found to be complementary to these other methods, providing quantified evidence of the computational model's degree of accuracy and pinpointing flaws that could be corrected to improve fidelity. The APTMV approach to verification and improvement of computational models is described and compared with other methods, and improvements to the process are proposed

    The Innovator, Volume 1 Issue 1, Summer 2012

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    Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry

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    This report reflects the findings of the JRC-IPTS study on the Video games Industry, with a focus on two specific activities: online and mobile video games. The report starts by introducing the technologies, their characteristics, market diffusion and barriers to take up, and their potential economic impact, before moving to an analysis of their contribution to the competitiveness of the European ICT industry. The research is based on internal and external expertise, literature reviews and desk research, several workshops and syntheses of the current state of the knowledge. The results were reviewed by experts and in dedicated workshops. The report concludes that the general expectations for the next years foresee a speeded up migration of contents and services to digital, in a scenario of rapidly increasing convergence of digital technologies and integration of media services taking advantage of improved and permanent network connections. The role of the so-called creative content industry is expected to increase accordingly. Communication services and media industry will co-evolve on the playground of the Internet of services, along with a product to service transformation of the software market in general. In this general context the Video games Software industry plays and is expected to play a major role. The games industry may become a major driver of the development of networks as it has been in the past for the development of computer hardware.JRC.DDG.J.4-Information Societ
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