97,801 research outputs found
Game-based learning or game-based teaching?
Emerging technologies for learning report - Article exploring games based learning and its potential for edcuatio
Player agency in interactive narrative: audience, actor & author
The question motivating this review paper is, how can
computer-based interactive narrative be used as a constructivist learn-
ing activity? The paper proposes that player agency can be used to
link interactive narrative to learner agency in constructivist theory,
and to classify approaches to interactive narrative. The traditional
question driving research in interactive narrative is, ‘how can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?’ This question
derives from an Aristotelian approach to interactive narrative that,
as the question shows, is inherently antagonistic to player agency.
Within this approach, player agency must be restricted and manip-
ulated to maintain the narrative. Two alternative approaches based
on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are
reviewed. If a Boalian approach to interactive narrative is taken the
conflict between narrative and player agency dissolves. The question
that emerges from this approach is quite different from the traditional
question above, and presents a more useful approach to applying in-
teractive narrative as a constructivist learning activity
A computational approach towards conflict resolution for serious games
Conflict is an unavoidable feature of life, but the development of conflict resolution management skills can facilitate the parties involved in resolving their conflicts in a positive manner. The goal of our research is to develop a serious game in which children may experiment with conflict resolution strategies and learn how to work towards positive conflict outcomes. While serious games related to conflict exist at present, our work represents the first attempt to teach conflict resolution skills through a game in a manner informed by sociological and psychological theories of conflict and current best practice for conflict resolution. In this paper, we present a computational approach to conflict generation and resolution. We describe the five phases involved in our conflict modeling process: conflict situation creation, conflict detection, player modeling and conflict strategy prediction, conflict management, and conflict resolution, and discuss the three major elements of our player model: assertiveness, cooperativeness, and relationship. Finally, we overview a simple resource management game we have developed in which we have begun experimenting with our conflict model concepts.peer-reviewe
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Researching and enhancing athlete welfare: Proceedings of the Second International Symposium of the Brunel International Research Network for Athlete Welfare (BIRNAW) 2013
Copyright @ 2014 Brunel University. All rights reserved by the authors who assert their rights under the Berne Convention. Copyright rests with Brunel University London. All research designs, concepts, models and theories herein are the intellectual property of the contributing authors. No part of this document may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise without the prior written permission of Dr Daniel Rhind via Brunel University London.The chapters within this book are based on presentations delivered at the 2nd BIRNAW Symposium which was held at Brunel University London in November 2013.Sport is a cultural phenomenon that touches the lives and captures the imagination of many people. Most people assume that sport is “a good thing” and that participation in sport will bring physical, psychological and social benefits to participants and societies. However, as this body of work shows, this is not necessarily or always the case. Abuse and exploitation can and does occur in sport – a fact that sports enthusiasts and sports organisations have been slow to acknowledge. The Brunel International Research Network for Athlete Welfare (BIRNAW) is a remarkable initiative that brings together researchers and policy makers from a variety of disciplines, organisations and countries. The activities and publications of this group have successfully provided an evidence base that has drawn attention to the issues in a powerful and convincing way. Its impact on the world of sport has been significant and is an excellent example of research informing sport policy and improving the practice of sport. Through the work of those involved in BIRNAW, inspired by the vision of Celia Brackenridge and her colleagues at Brunel University London, awareness has been raised, and safeguarding measures are being put in place to ensure the welfare of athletes. There is still much to be done, but the world of sport, and those athletes whose welfare is now safeguarded, already have much to thank them for
A computational approach towards conflict resolution for serious games
Conflict is an unavoidable feature of life, but the development of conflict resolution management skills can facilitate the parties involved in resolving their conflicts in a positive manner. The goal of our research is to develop a serious game in which children may experiment with conflict resolution strategies and learn how to work towards positive conflict outcomes. While serious games related to conflict exist at present, our work represents the first attempt to teach conflict resolution skills through a game in a manner informed by sociological and psychological theories of conflict and current best practice for conflict resolution. In this paper, we present a computational approach to conflict generation and resolution. We describe the five phases involved in our conflict modeling process: conflict situation creation, conflict detection, player modeling and conflict strategy prediction, conflict management, and conflict resolution, and discuss the three major elements of our player model: assertiveness, cooperativeness, and relationship. Finally, we overview a simple resource management game we have developed in which we have begun experimenting with our conflict model concepts.peer-reviewe
Bridging Serious Games and Participatory Design
Participatory design (PD) has become widely popular within the interaction design community, but to date has had little influence within serious game design processes. We argue that serious game design complicates the notion of involving users as co-designers, as serious game designers must be fluent with both domain content and game design. In this paper, we share our experiences of using PD during the design process of a serious game. We present observations stemming from attempts to apply the existing PD methods of brainstorming and storyboarding. Reflecting on the shortcomings of these methods, we go on to propose a novel PD method that leverages two fundamental qualities of serious games–domain expertise and procedurality–to scaffold players’ existing knowledge and make co-design of serious games an attainable goal
Spartan Daily, October 15, 1973
Volume 61, Issue 12https://scholarworks.sjsu.edu/spartandaily/5772/thumbnail.jp
Переговоры – двойная конфликтная конструкция в практиках развития
The article suggests that traditional understanding of the connection of a conflict and negotiations
should be extended by a new scheme, where negotiations are the primary constructively built conflict to
achieve such a product as an agreement (contract), which would regulate contradictions of the future,
planned (designed) interaction of the participants. Therefore, negotiations are a specific coordinated
game of the participants, when all versions of possible conflicts are played in order to prevent their
destructive scenariosТрадиционные представления о связи конфликта и переговоров предлагается расширить
новой схемой, в которой собственно переговоры представляют собой первичный
конструктивно построенный конфликт для достижения такого продукта, как соглашение
(контракт), которым регулируются противоречия будущего, планируемого (проектируемого)
взаимодействия участников. Таким образом, переговоры представляют собой своеобразную,
специально согласованную игру участников, в которой разыгрываются варианты возможных
конфликтов для своеобразной профилактики (превенции) их деструктивных сценарие
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