2,266 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

    Un videojuego de contabilidad y su eficacia en cuanto a sus atributos, motivación y resultados de aprendizaje

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    El objetivo del presente trabajo es valorar la efectividad de un videojuego de contabilidad en relación a sus atributos, motivación y resultados de aprendizaje. Los resultados muestran que, en relación a los atributos, la mayoría fueron evaluados favorablemente,destacando los relacionados con diversión, adicción y la provisión de información clara sobre los objetivos mientras que los menos valorados fueron los relacionados con la retroalimentación. En cuanto a la motivación, los resultados muestran que los estudiantes perciben la actividad como motivadora, sobre todo en cuanto a disfrute con el juego y sensación de éxito. Y, en cuanto a los objetivos de aprendizaje, los resultados dan sus valores más altos demostrando que los participantes perciben que aprenden y que consiguen sus objetivos

    The potential role of ePortfolios in the Teaching Excellence Framework

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    Current debates on HE policy in the UK are dominated by the evolving Teaching Excellence Framework (TEF) which will soon involve the government establishing key metrics.  In this context, and seizing this valuable moment in policy formation, we here provide a brief foray into the multiple aspects of ‘teaching excellence’ (TE) as a basis to highlight both the complexity of identifying ways to measure it and the shortcomings of existing official developments.  In the absence of a clear conceptual understanding of the learning processes and the role of teaching which apparently underpins the TEF, we present a model of the learning process to which the indicators currently proposed by the authorities can be related.  We propose that ePortfolios can play a special role in the TEF in capturing the qualitative outcomes of learning processes which, importantly, reflect the student perspective in terms of goals, learning experiences and achievement.  These are both crucial yet missing elements of the proposals to date. Finally, we provide some examples of how information from ePortfolios could be used by HE institutions to enhance their institutional submissions to the TEF.

    Digital natives: a proposal to desing a videogame-based syllabus to develop communicative skills in children

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    Engaging and involving our students while learning English as a foreign language is a topic of great interest for teachers. Different strategies and methods are developed in order to provide learning environments where learners can improve their communicative skills and the use of videogames for learning proposed within this research project is not an exception. Applying the use of commercial videogames is not the same as using educative videogames in classroom. For that reason, it was necessary to design a videogame-based syllabus but using videogames produced for entertaining purposes since it was necessary to provide a real engagement in learners without altering the course of the teaching and learning goals, producing learning activities in which learners can feel self-confidence, commitment and self-awareness with the English learning process while having fun

    Embodied cognition and executive functioning : the effect of whole body interaction on children's planning and inhibition

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    Modern user interfaces (UI) are becoming more ‘embodied’ as they facilitate bodily processes. Games consoles now often include body tracking hardware. Tenants of the theories of embodied cognition and executive function (EF) have stipulated that cognition is to some extent tied to the motor system, and so, that cognitive processing benefits from physical interaction. To date however, the research in this domain has focussed on adult populations. Ultimately, children are going to experience this UI revolution throughout the lifespan. So, in the following thesis I examined whether whole body interaction supported by a gaming floor mat improved children’s performance on a set of EF tasks. A set of new, gamified EF tasks were developed and completed using two interfaces (a floor mat and a keyboard) at separate sessions. The results revealed children were equally competent at each EF task using either device. Another notable finding was the effect of gamification on performance. The findings are discussed in the context of developmental psychology, experiment composition, and children’s interactions with technology

    Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games

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    Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.Food and Drug Administration (FDA) Center for Tobacco ProductsNational Cancer Institute (NCI) Office of Communication and EducationCommunication Studie

    Educational video game and tool to learn and practice different writing systems

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    Treball Final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2016/2017This Degree’s Final Project consist of the development of an educational video game to learn and practice handwriting in different languages. The video game embodies a tool which lets the user to add new symbols and to edit the game’s puzzles. The purpose of the game is to make an effective video game which is educational and amusing at the same time. It is a Point and Click game made with Unity3D for PC and touchscreen devices. The video game simulates a Escape Room where the player is locked and must escape using his logic, wit and his handwriting skill

    Training versus profession: from traslation to web location

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    One of the hottest topics of debate in the context of higher education is the existing divide in different regions of the world between university training and the job market. Although no consensus exists on possible ways to solve this, it is probably necessary to seek a balance between passive submission to the fluctuations in market demands, and settling in to educational stagnation. The Translation and Interpreting Degree offered in Spanish universities teaches students specific linguistic, cultural and instrumental knowledge that enables them to solve problems specific to the essential modalities and spheres of translation and interpreting. The job market those graduating in this degree enter is complex, for various reasons [1]. It is a dynamic, multimedia market, focused on speed, which demands high quality, based on teamwork and, above all in recent times, one dominated by localization as an emerging activity [2]. It can be affirmed that, given that translation has evolved in the same manner as its environment, teaching methods must also adapt to the new era and to the reality of the market. We have proposed a teaching-learning environment based on our PATT (Professional Approach to Translator Training) Model [3-4] which, under a social constructivist focus, offers the opportunity to integrate the fundamental subjects of the degree in a way that the training of future translators is guaranteed the necessary coherence provided by this broad vision of the profession. In this context, ICTs are essential tools. Despite the fact that, traditionally, student assessment has focused on the product, that is, the translated text, we argue that the assessment of the translation process, although entailing an enormous challenge, better reflects the acquisition of skills. Furthermore, the ideal situation would be for students, within the framework of continuous training, to be able to manage their own learning experience. We have designed self-assessment and peer review tools that take in a wide range of skills. Within the sphere of translation, localization is the linguistic, cultural and technical translation, and adaptation, of an electronic product into another product aimed at a local market. In the final part of our study we focus on pedagogical issues related to the training of specialised translators and localizers who will be working in the field of web localization.This study was supported by the RD&I Project CSO2015-64532-R (Spanish "Ministry of Science and Innovation") partially funded by the FEDER program of the European Union

    Categorizing Game Design Elements into Educational Game Design Fundamentals

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    Educational games have become a highly prominent tool in schools to deliver an exciting learning experience. Large amount of literature discusses the importance of how educational games are designed has been highlighted that delivering learning through educational games design and how the game designers require crucial skills to design. Educational game design requires elements which are considered during the designing process. Looking at the projection of “Game designing or the process of game design is a complex task, and it is still being investigated”. Therefore, this chapter intends to discuss recent and prominent proposed game design elements that demonstrate their important characteristics in designing educational games. Consequently, two highly significant game design theorists with established fundamental elements of games are discussed. With critically understanding the elements, this chapter provides categorizing various existing game elements into established fundamental elements. Henceforth, it demonstrates a clearer overview of how game design elements can be categorized and applied. Future recommendations are also discussed
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