2,159 research outputs found

    UNH Law Alumni Magazine, Winter 2009

    Get PDF
    https://scholars.unh.edu/alumni_mag/1009/thumbnail.jp

    Videogame-based learning: a comparison of direct and indirect effects across outcomes

    Get PDF
    2017 Summer.Includes bibliographical references.Recent years have shown a rise in the application of serious games used by organizations to help trainees learn and practice job related skills (Muntean, 2011). Some sources have projected a continued growth in the development and application of video games for novel purposes (Sanders, 2015). Despite the increasing use of video games for workplace training, there is limited research evidence to justify the use of video games for learning. Additionally, this research has generated mixed results on the utility of serious games (Guillen-Nieto & Aleson-Carbonell, 2012). One contribution of this study is a review of the research literature to understand why videogame-based learning research is producing inconsistent results. From this review, I present several current challenges in the research literature that may be contributing to these inconsistencies; distinguishing videogames from similar training media, identifying game characteristics, exploring the possible mechanisms in the training experience, differentiating training outcomes, and making accurate implications for research. The purpose of this study is to design and test a new approach to game-based learning research that would explore the context in which games are effective learning tools. This study tested and expanded the model from Garris et al.'s (2002) game-based learning I-P-O model to determine the extent to which one game characteristic (i.e., human interaction) influences two training outcomes (i.e., declarative knowledge and affective states), as well as the possible mechanisms through which this occurs. The present study found that active learning is a mechanism through which human interaction influences both declarative knowledge and affective states. Although the effect size was large for affective states, it was small for declarative knowledge. The mediating effect of active learning was greater for the relationship between human interaction and affective states than for the relationship between human interaction and declarative knowledge. I also found that perceived value mediates the relationship between human interaction and affective states

    Innovative Tokyo

    Get PDF
    This paper compares and contrasts Tokyo's innovation structure with the industrial districts model and the international hub model in the literature on urban and regional development. The Tokyo model embraces and yet transcends both industrial districts and international hub models. The paper details key elements making up the Tokyo model-organizational knowledge creation, integral and co-location systems of corporate R&D and new product development, test markets, industrial districts and clusters, participative consumer culture, continuous learning from abroad, local government policies, the national system of innovation, and the historical genesis of Tokyo in Japan's political economy. The paper finds that the Tokyo model of innovation will continue to evolve with the changing external environment, but fundamentally retains its main characteristics. The lessons from the Tokyo model is that openness, a diversified industrial base, the continuing development of new industries, and an emphasis on innovation, all contribute to the dynamism of a major metropolitan region.Labor Policies,Environmental Economics&Policies,Public Health Promotion,ICT Policy and Strategies,Agricultural Knowledge&Information Systems,ICT Policy and Strategies,Environmental Economics&Policies,Health Monitoring&Evaluation,Agricultural Knowledge&Information Systems,Innovation

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

    Get PDF
    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
    • …
    corecore